
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Forbidden Cults 1.7.4Official 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 | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 20 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Salathra the sandworm destroyer at level 20 on the 20th Pyre 123rd year of Ascendancy at 16:28 / 1 |
Primary Stats
| Strength | 17 (base 14) |
| Dexterity | 66 (base 48) |
| Constitution | 17 (base 11) |
| Magic | 15 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 71.2 (base 36) |
Resources
| Life | -269/523 |
| Steam | 106/106 |
| Healing Factor | 1.1629415192739 |
| Regeneration | 2.6166184183663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 9 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 62 |
| Crit Chance | 40% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Acid | +26% |
| Light | +10% |
| Temporal | +9% |
| Blight | +15% |
| Darkness | +6% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +6% |
| Nature | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 16 |
| Physical Save | 35 |
| Spell Save | 26 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Poison Resistance | 50% |
| Blind Resistance | 11% |
| Disarm Resistance | 60% |
| Bleed Resistance | 10% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
Inscriptions (4/4)
| 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 14.6 steam per turn. Can be activated for an instant burst of 73 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 57%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 64%. |
| 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 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Demolition | 1.46 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemical warfare | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.46 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed minotaur nose. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | Tarradig the Coalglamour (6 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Mag +3 Cun +7 Lck offense ------ Damage +6% darkness defense ------ Armor +2 Defense +6 (+2 eff.) Resistance +3% temporal Stealth +6 Life Regen +2.00 Teleport Resist +20% A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of crippling (23/23, 28-33 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +15.5% Capacity 23 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Adylrayatira the iron helm (11 def, 4 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Cun +4 Dex offense ------ Damage +3% blight defense ------ Armor +4 Defense +11 (+3 eff.) Fatigue +5% Mind save +10 (+5 eff.) Life +80.00 Confus Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Viperrazor (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid +3% nature Ignore resists +5% nature When Hit 2 light On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +1 Resistance +6% acid +9% lightning Disarm Resist +60% other ------- Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Aereldatta the ash totem of healing [power 182] (13/15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex +2 Mag +1 Cun offense ------ Damage +9% temporal defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 14% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Curebolt the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +5 Cun +6 Con offense ------ Mindpower +7 (+4 eff.) Damage +6% mind Ignore resists +15% nature defense ------ Resistance +3% mind Physical save +9 (+5 eff.) Spell save +12 (+6 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
| On fingers | copper ring 'Lelisin'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +11% acid +15% mind defense ------ Resistance +22% acid +6% mind Crit Resistance 15.00% Spell save +6 (+3 eff.) other ------- EQ when Hit +0.08 Rings make your fingers look great! |
| Around neck | Velenn the Thunderrace0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck offense ------ Damage +12% blight Ignore resists +5% blight Accuracy +7 (+1 eff.) defense ------ Defense +10 (+3 eff.) Resistance +6% lightning Resist unseen 11% Blind Resist +11% other ------- Infravision +4 Sight +2 See Invisibility +6 Masteries +0.16 Steamtech/Mecharachnid +0.16 Steamtech/Demolition Amulets make your neck look great! |
| In main hand | iron steamgun 'Freezegasher' 4.0 Encumbrance T1 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +7 acid On-Hit, radius 1 +4 acid On-crit, radius 2 +8 cold On Hit: * 20% chance to reduce armor by 19% * splashes acid on your target dealing 35 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Cun +3 Str offense ------ Physical Power +5 (+2 eff.) Damage +11% acid Ignore resists +6% physical defense ------ Resistance +3% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Satyrfist1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Dex +5 Cun +7 Lck offense ------ Physical Power +10 (+4 eff.) Damage +3% nature Ignore resists +15% nature Ignore Armor +1 defense ------ Stealth +6 other ------- Disarm Traps +5 Stamina/turn +1.00 Infravision +4 A belt that goes around your waist. |
| In off hand | flaming steel shield of resistance (0 def, 4 armour, 15-18 power, 41 block)7.0 Encumbrance T2 shield armor [Ego+] Nature When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 6 fire When Hit 2 fire defense ------ Armor +4 Fatigue +8% Resistance +5% acid +5% fire +7% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Loamcrypt the linen cloak (8 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +8 (+3 eff.) Resistance +12% lightning +6% blight +6% cold +6% nature +6% mind Physical save +7 (+4 eff.) Life +40.00 Cut Resist +10% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 8 armour) 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex offense ------ When Hit 20 physical defense ------ Armor +8 Defense +16 (+5 eff.) Fatigue +3% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.53 to 124.58 lightning damage (83.05 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Salabrena the copper amulet =3 con=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Spell save +9 (+5 eff.) other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
copper amulet of strength (+3) =3 str=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Pitchstrider0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex offense ------ Physical Crit +1.0% Physical Power +10 (+4 eff.) Damage +3% darkness defense ------ Armor +4 Rings make your fingers look great! |
psionicist's copper ring =2 wil=0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring =3 con=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of nature (+20%) =2 str=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% nature defense ------ Armor +4 Resistance +20% nature Rings make your fingers look great! |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+5 eff.) Damage +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Manerath' (28-42 power, 2 apr) =12 con=5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +9 Wil +1 Cun +12 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +10% physical Accuracy +9 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +6% nature +6% lightning Life +14.00 Disarm Resist +59% Massive two-handed mauls. |
steel waraxe of erosion (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature One-handed war axes. |
horrifying mossy mindstar of storms (3-3 power, 12 apr, mind damage) =all stat=3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +1 Mag +1 Wil +1 Cun +1 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 5 lightning 3 mind 4 darkness Damage +4% lightning +3% mind +2% darkness Ignore resists +5% lightning defense ------ Resistance +4% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Radhegund the Eclipseransom4.0 Encumbrance T1 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +3 Cun +2 Str offense ------ Ignore resists +6% physical When Hit 4 darkness On-Hit (Ranged): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +3% blight Disarm Resist +10% Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of acid4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 acid While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) Damage +11% acid Slings are used to hurl stones or metal shots at your foes. |
Strikezephyr the iron shield (0 def, 14 armour, 10-12 power, 42 block) =3 con=7.0 Encumbrance T1 shield armor [Rare] Psionic When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +42 While equipped: Stats +1 Dex +3 Con offense ------ Damage +3% lightning defense ------ Armor +14 Fatigue +8% Resistance +11% mind +3% acid other ------- Talents +1 Block Handheld deflection devices. |
hardened leather armour of temporal resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +19% temporal A suit of armour made of leather. |
rejuvenating steel plate armour of acid resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training Str 28 [Ego] Nature/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% acid Life Regen +3.30 other ------- Stamina/turn +0.60 A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
Armedir the Kilnonslaught =3 con=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% fire Ignore resists +5% physical defense ------ Defense +15 (+4 eff.) Resistance +7% fire +3% nature +6% cold other ------- Max stamina +30.00 A belt that goes around your waist. |
rough leather belt 'Infernovagrant' =2 str=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +1 Mag +3 Wil +2 Cun offense ------ Mindpower +3 (+2 eff.) Damage +3% fire defense ------ Resistance +6% fire Physical save +6 (+3 eff.) other ------- Light +2 A belt that goes around your waist. |
Emelyvea the linen cloak (1 def, 0 armour) =2 str=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Con offense ------ Physical Crit +2.0% Physical Power +15 (+5 eff.) Ignore Armor +1 When Hit 6 physical defense ------ Defense +1 (+1 eff.) Resistance +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeryrewyn the Undeathwinter (0 def, 3 armour) =2 con=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +3% nature defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +9% temporal +15% cold Crit Resistance 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tempestwisp the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Physical Power +25 (+9 eff.) Damage +3% lightning defense ------ Armor +1 Resistance +1% physical Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Magmajam the rough leather hat (0 def, 1 armour) =3 con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +0 Cun +3 Con offense ------ Ignore resists +5% fire defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% A hat made of leather. Very stylish. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
59 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Galestrider the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +10.00% Damage +15% lightning Ignore resists +20% physical Ignore Armor +1 defense ------ Life +42.00 other ------- Max stamina +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Annie Jr the Cornac Annihilator level 20
67th Regrowth 123rd year of Ascendancy at 09:01 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Annie Jr the Cornac Annihilator level 10
16th Haze 122nd year of Ascendancy at 20:12 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Annie Jr the Cornac Annihilator level 20
27th Regrowth 123rd year of Ascendancy at 07:30 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Annie Jr the Cornac Annihilator level 10
71st Haze 122nd year of Ascendancy at 16:44 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Annie Jr the Cornac Annihilator level 14
8th Decay 122nd year of Ascendancy at 10:17 see stats
Log
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Your summoned medic turret disappears.
Annie Jr is no longer suffering from insomnia.
Talent Block is ready to use.
The unstable sand tunnel collapses!
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Annie Jr activates her Aereldatta the ash totem of healing!
Something receives 182 healing from Annie Jr.
Annie Jr receives 212 healing.
Talent Implant: Medical Injector is ready to use.
Talent Reactive Armor is ready to use.
Annie Jr is stunned by madness!
Something hits Annie Jr for (19 exoskeleton), 300 mind (300 total damage).
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Annie Jr receives 250 healing.
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Talent Vitality is ready to use.
Talent Emergency Steam Purge is ready to use.
Talent Supercharge Tinkers is ready to use.
Talent Block is ready to use.
Talent Implant: Steam Generator is ready to use.
Salathra the sandworm destroyer uses Mind Sear.
Salathra the sandworm destroyer's mind surges with critical power!
Annie Jr is recovering from the damage!
Salathra the sandworm destroyer hits Annie Jr for (19 exoskeleton), 714 mind (714 total damage).
Annie Jr the level 20 cornac annihilator was mindraped to death by Salathra the sandworm destroyer on level 1 of Sandworm lair.





























































































