


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Items Vault 1.5.0Donators/Buyers bonus! More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Custom Difficulty 1.5.10Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Custom Exploration |
Sex | Female |
Race | Superhuman |
Class | Sawbutcher |
Level / Exp | 27 / 41% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 406 (base 57) |
Dexterity | 86.340449927278 (base 57) |
Constitution | 434.34044992728 (base 57) |
Magic | 85 (base 57) |
Willpower | 89 (base 57) |
Cunning | 284 (base 57) |
Resources
Mana | 1061/1061 |
Equilibrium | 20 |
Life | 8761/8761 |
Stamina | 750/750 |
Steam | 589/589 |
Healing Factor | 2.5 |
Regeneration | 562 |
Speed
Mental | +210% |
Attack | +200% |
Movement | +130% |
Spell | +200% |
Global | +330% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 137.0333624318 |
See Invisible | 138.37381235908 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 489 |
Accuracy | 90 |
Crit Chance | 113% |
APR | 789 |
Speed | 0.32 |
Offense: Offhand
Damage | 297 |
Accuracy | 90 |
Crit Chance | 112% |
APR | 784 |
Speed | 0.32 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 98% |
Speed | 0.33333333333333 |
Cooldown Reduction | 60.7 |
Offense: Mind
Mindpower | 91 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +62% |
Blight | +58% |
Arcane | +52% |
Cold | +52% |
All | 0% |
Mind | +52% |
Lightning | +52% |
Light | +68% |
Temporal | +52% |
Physical | +76% |
Darkness | +59% |
Fire | +77% |
Nature | +52% |
Offense: Damage Penetration
Acid | +52% |
Blight | +52% |
Arcane | +77% |
Cold | +52% |
Lightning | +62% |
Darkness | +52% |
Light | +77% |
Temporal | +67% |
Physical | +81% |
Mind | +52% |
Fire | +81% |
Nature | +59% |
Defense: Base
Armour (hardiness) | 327.72307323196 (100%) |
Defense | 99 |
Ranged Defense | 102 |
Fatigue | 43 |
Physical Save | 199 |
Spell Save | 129 |
Mental Save | 140 |
Defense: Resistances
Acid | + 87%(100%) |
Blight | + 96%(100%) |
Arcane | + 90%(100%) |
Cold | + 91%(100%) |
All | + 73%(100%) |
Mind | + 99%(100%) |
Lightning | + 95%(100%) |
Light | + 98%(100%) |
Temporal | + 90%(100%) |
Physical | +100%(100%) |
Darkness | + 89%(100%) |
Fire | +100%(100%) |
Nature | + 95%(100%) |
Defense: Immunities
Stun Resistance | 46% |
Confusion Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 35% |
Disarm Resistance | 74% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 35.1 steam per turn. Can be activated for an instant burst of 175 steam. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 31.0 steam per turn. Can be activated for an instant burst of 155 steam. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automated butchery | 20.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 14.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 20.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 32.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 20.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Tempest of Metal |
talent | Goresplosion |
talent | Furnace |
talent | Exploit Weakness |
talent | Overheat Saws |
talent | Elemental Harmony |
talent | Mow Down |
talent | Melting Point |
talent | Grinding Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 17.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Countering melee attacks: Has a 74% chance to get an automatic counter attack when avoiding a melee attack. (3.5 counters remaining) Counter Attacking |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | You have 5 charges. Molten Point |
Quests
You successfully escorted the lone alchemist to the recall portal on level 6 of Infinite Dungeon. Escort: lone alchemist (level 6 of Infinite Dungeon)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: Random Artifact: Dazzletooth of conjuration [power 301] (8 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4)You completed the challenge and received: Random Artifact: Galerebel of kinetic psionic shield [power 33] (13 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: Random Artifact: Singeripper (12.5-16.25 power, 6 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 16) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 12)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 15) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 17) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3) | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +17 Defense: +28 (+5 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +9% lightning / +7% temporal / +8% fire / +8% cold Physical save: +60 (+5 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Maximum stamina: +15.00 Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% light Changes damage: +7% darkness / +16% light Damage affinity(heal): +5% darkness Blindness immunity: +35% Confusion immunity: +12% Light radius: +10 Infravision radius: +3 See stealth: +19 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 76 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +23 Defense: +12 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +6% mind / +6% light Pinning immunity: +20% Infravision radius: +2 Curse of Corpses A hat made of leather. Very stylish. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +26 Armour Hardiness: +8% Damage (Melee): 9 blight Changes stats: +8 Str / +6 Wil / +23 Con Changes resistances: +7% blight / +5% physical Changes resistances penetration: +15% temporal Changes damage: +6% blight Talent mastery: +0.20 Technique / Grappling Talent granted: +2 Iron Grip Disarm immunity: +94% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Changes resistances: +5% arcane Changes resistances penetration: +25% light Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% blight / +9% nature / +5% arcane Changes resistances penetration: +10% lightning Poison immunity: +10% Disease immunity: +15% Stun/Freeze immunity: +36% Knockback immunity: +15% Life regen: +3.80 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +12 Dex / +6 Cun Changes resistances: +12% lightning Grants telepathy: Dragon Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +6 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes resistances: +41% mind Changes damage: +9% physical Critical mult.: +5.00% Mental save: +34 (+4 eff.) Confusion immunity: +78% Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +31 Crit. chance: +16.0% Attack speed: 100% Block value: +64 Damage Shield penetration (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +39 Defense: +32 (+6 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +10% Changes stats: +4 Con Changes resistances: +6% nature / +6% all Changes resistances penetration: +7% nature Talent granted: +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +30 Defense: +37 (+6 eff.) Damage when hit (Melee): 8 arcane / 4 blight Changes resistances: +3% temporal Changes resistances penetration: +10% arcane Physical save: +61 (+5 eff.) Stamina each turn: +0.30 Mana each turn: +0.30 Psi each turn: +0.30 Vim when firing critical spell: +2.00 Maximum life: +44.00 Maximum mana: +20.00 Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Base power: 28.5 - 42.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Crit. chance: +15.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to blind Changes stats: +12 Mag / +8 Wil / +10 Con Changes resistances: +10% light Changes resistances penetration: +15% arcane Talent granted: +2 Block Mana when firing critical spell: +2.00 Spellpower: +7 (+1 eff.) Damage Shield penetration: +20% Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +28 (+5 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +16% fire / +16% light / +3% mind Stealth bonus: +9 Physical save: +32 (+3 eff.) Spell save: +28 (+4 eff.) Stun/Freeze immunity: +10% Mental crit. chance: +6% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +65 Defense: +10 (+2 eff.) Fatigue: +19% Damage when hit (Melee): 40 physical Changes stats: +6 Mag Changes resistances: +10% acid / +8% physical / +9% lightning / +6% mind / +13% blight / +10% fire / +13% nature / +8% cold Reduced damage from: +8% Unnatural Maximum life: +38.00 See invisible: +9 Curse of Madness A suit of armour made of metal plates. |
Inventory
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() cruel elm magestaff of fate (Misfortune) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Scorpionripper the dwarven-steel steamstaff (Nightmares) Requires: - Magic 24 - Cunning 24 Powered by arcane forces Infused by nature Powered by steamtech 5.00 Encumbrance. Type: weapon / steamstaff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 50% Mag, 80% Cun Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 mind When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 12% chance to blind Changes resistances: +6% nature Changes resistances penetration: +15% nature / +15% mind Changes damage: +6% mind Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Steampower: +9 (+1 eff.) Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 119.25 light damage. Steam staves are designed for those who wish to weld magic and steam. There are miniature machines embedded in them. They sacrifice the ability to change the damage type for mechanically and mystically enhanceable damage |
![]() caustic deep-steel trident (Shrouds) (27-43.2 power, 10 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.00 Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Velygatha the Sepsisoblivion (Madness) Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances: +15% lightning Changes resistances penetration: +15% nature Changes damage: +30% nature Physical save: +10 (+1 eff.) Mindpower: +8 (+2 eff.) Curse of Madness A belt that goes around your waist. |
![]() fearwoven silk robe of alchemy (Misfortune) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% acid / +17% physical / +14% fire / +16% cold Changes resistances penetration: +8% darkness / +11% physical Changes damage: +6% acid / +16% physical / +9% darkness / +9% cold / +7% fire Talent cooldown: Refit Golem (-4 turns) Maximum hate: +12.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Borymas (Misfortune) (10 def, 2 armour, 142.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 56 fire Changes stats: +6 Str Changes resistances: +31% fire / +18% mind / +9% temporal Changes damage: +9% blight Talent granted: +4 Block Curse of Misfortune Handheld deflection devices. |
![]() dwarven-steel shield of earthen fury (Shrouds) (8 def, 10 armour, 76.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +10 Armour Hardiness: +7% Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Changes resistances: +13% physical Talent granted: +3 Block Curse of Shrouds Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
simple frost salve [power 16] simple frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
simple healing salve [power 199] simple healing salve [power 199]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 199, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lyail the Superhuman Sawbutcher level 10
76th Pyre 122nd year of Ascendancy at 17:34 see stats
By Lyail the Superhuman Sawbutcher level 27
3rd Mirth 122nd year of Ascendancy at 02:08 see stats
By Lyail the Superhuman Sawbutcher level 14
79th Pyre 122nd year of Ascendancy at 01:16 see stats
By Lyail the Superhuman Sawbutcher level 10
76th Pyre 122nd year of Ascendancy at 17:34 see stats
By Lyail the Superhuman Sawbutcher level 20
1st Mirth 122nd year of Ascendancy at 11:47 see stats
By Lyail the Superhuman Sawbutcher level 14
79th Pyre 122nd year of Ascendancy at 01:21 see stats
By Lyail the Superhuman Sawbutcher level 13
78th Pyre 122nd year of Ascendancy at 11:29 see stats
By Lyail the Superhuman Sawbutcher level 10
77th Pyre 122nd year of Ascendancy at 05:19 see stats
By Lyail the Superhuman Sawbutcher level 13
78th Pyre 122nd year of Ascendancy at 14:33 see stats
By Lyail the Superhuman Sawbutcher level 13
78th Pyre 122nd year of Ascendancy at 17:25 see stats
By Lyail the Superhuman Sawbutcher level 4
74th Pyre 122nd year of Ascendancy at 16:01 see stats
By Lyail the Superhuman Sawbutcher level 2
74th Pyre 122nd year of Ascendancy at 11:15 see stats
Log
Hurricane from Vorurianor the ultimate gwelgoroth hits Lyail for 0 lightning, 7 healing (0 total damage) [7 healing].
You pickup 1.72 gold pieces.
Lyail picks up (n.): topaz.
Lyail HEALS from lightning damage!
Hurricane from Vorurianor the ultimate gwelgoroth hits Lyail for 0 lightning, 4 healing (0 total damage) [4 healing].
Lyail HEALS from lightning damage!
Hurricane from Vorurianor the ultimate gwelgoroth hits Lyail for 0 lightning, 6 healing (0 total damage) [6 healing].
Lyail HEALS from lightning damage!
Hurricane from Vorurianor the ultimate gwelgoroth hits Lyail for 0 lightning, 5 healing (0 total damage) [5 healing].
Lyail HEALS from lightning damage!
Hurricane from Vorurianor the ultimate gwelgoroth hits Lyail for 0 lightning, 5 healing (0 total damage) [5 healing].
The Hurricane around Lyail dissipates.
Saving game...
Saving done.
Lyail deactivates Tempest of Metal.
Lyail deactivates Mow Down.
Lyail deactivates Goresplosion.
Lyail deactivates Overheat Saws.
Lyail deactivates Grinding Shield.
Lyail deactivates Melting Point.
Lyail deactivates Furnace.
Lyail deactivates Elemental Harmony.
Lyail deactivates Exploit Weakness.