
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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. 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:
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. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 21 / 59% |
Size | medium |
Lifes / Deaths | Killed by Ivywyn the giant netherworm at level 21 on the 45th Regrowth 123rd year of Ascendancy at 09:44 / 1 |
Primary Stats
Strength | 23 (base 14) |
Dexterity | 62 (base 49) |
Constitution | 24 (base 10) |
Magic | 14 (base 10) |
Willpower | 10 (base 10) |
Cunning | 59.2 (base 39) |
Resources
Life | -105/507 |
Steam | 38/112 |
Healing Factor | 1.1172674059366 |
Regeneration | 6.9829212871037 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +488% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 9 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 39 |
Accuracy | 60 |
Crit Chance | 20% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Nature | +7% |
Blight | +15% |
Cold | +8% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Acid | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 13 |
Physical Save | 30 |
Spell Save | 11 |
Mental Save | 25 |
Defense: Resistances
Acid | -6%( 70%) |
Blight | + 7%( 70%) |
Cold | + 19%( 70%) |
All | -9%( 70%) |
Lightning | + 35%( 70%) |
Light | -2%( 70%) |
Mind | -9%( 70%) |
Fire | + 39%( 70%) |
Nature | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 60% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 23% |
Blind Resistance | 10% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Cunning stat. |
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 110% efficiency and cooldown mod of 73%. Its effects scale with your Constitution stat. |
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 106% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 488% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exoskeleton |
talent | Flamethrower |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | Has 4 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 4 Ammo |
beneficial effect | Nullifies the next 1 detrimental mental effects. Clear Mind |
detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 31.70 darkness damage per turn. Bane of Confusion |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Moving at extreme speed (488% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
beneficial effect | Provides a frost aura, giving you +15% cold, nature and darkness affinity. Frost Salve |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 4%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Soul absorbed upon death. Soul Leech |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
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. | done |
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 failed to protect the lost sun paladin from death by Eilinadhewe the giant fire ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. 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 bloated horror heart. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * You've found the needed red crystal shard. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% blight ----- def ----- Armour +3 Defense +16 (+5 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 124% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 18 On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +4 Mag +3 Cun ----- def ----- Crit.chn- 15.00% Max.HP +44.00 ---------- misc 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. |
On head | ![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +5 Cun +3 Con ----- def ----- Armour +2 Fatigue +1% Resists +5% cold +5% fire Mind.save +7 (+4 eff.) A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +10 Die.at -20.00 life HP.reg +4.00 Blind- +10% Disarm- +60% ---------- misc 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 | ![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +4 Resists +3% acid +22% fire +9% nature +12% lightning Cut- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% lightning +12% blight Apr +1 ----- def ----- Resists +3% blight Die.at -20.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% fire ----- def ----- Resists +6% blight +6% nature +6% light Phys.save +6 (+3 eff.) Spell.save +3 (+3 eff.) Max.HP +37.00 HP.reg +2.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +14 Crit +8.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +4 acid +5 cold On Hit: * 10% chance to reduce armor by 21% Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +8% cold Res.pen +10% acid +7% all Acc +11 (+3 eff.) Apr +5 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning Crit.chn- 15.00% Max.HP +30.00 Stun/Frz- +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 | ![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature +11% lightning ----- def ----- Resists +16% lightning +7% all Poison- +23% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% blight +12% nature +12% mind Res.pen +15% light ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +12% nature ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +15 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +16 fire While equipped: Stats +6 Cun dps ---------- Phys.crit +2.0% All.spd +2% Res.pen +13% fire Melee Ret 8 mind ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Max.stam +30.00 One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str +5 Cun +3 Con dps ---------- Phys.crit +5.0% Crit.mult +11.00% Apr +6 Melee Ret 4 fire ----- def ----- Resists +18% fire ---------- misc Light +2 Sharp, short and deadly. |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Hit: * 10 arcane resource burn Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +33% acid +1% physical Disease- +20% Knockbk- +10% ---------- misc Talents +1 Block 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! |
![]() 4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 lightning On Crit.r2 +4 acid While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +10% lightning Acc +13 (+3 eff.) On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to reduce armor by 21% ----- def ----- Resists +3% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 arrow ammo [Ego] Nature Power 109% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Ranged+ +15 cold On Crit.r2 +9 cold Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 100% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 Melee+ +11 light +12 darkness While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +2 Fatigue +8% Resists +10% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Disrupt/Master When used to Attack: Power 113% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +76 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Dmg.mod +9% physical Apr +4 ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue +22% HP.reg +3.40 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% cold On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +9 Fatigue +22% Resists +19% acid +12% temporal +3% nature +12% lightning A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Wil +2 Mag ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +5 Wil +2 Con dps ---------- Dmg.mod +6% lightning +6% darkness Res.pen +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Phys.save +17 (+9 eff.) Spell.save +8 (+8 eff.) Mind.save +6 (+3 eff.) Disarm- +28% ---------- misc See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% nature +25% acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +5% Resists +9% nature +3% darkness +3% all Phys.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: Stats +3 Dex dps ---------- Crit.mult +15.00% Phys.pwr +15 (+5 eff.) ----- def ----- Resists +3% all Spell.save +6 (+6 eff.) Blind- +20% Teleport- +20% ---------- misc Light +6 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +3% blight Phys.save +6 (+3 eff.) Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc 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. |
![]() 0.0 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. |
potent frost salve [power 15] potent frost salve [power 15]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 106% efficiency and 66% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 193] potent healing salve [power 193]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 106% efficiency and 66% cooldown modifier. Heal 193 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% mind ---------- misc Psi/ret +0.08 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Ilcael the Cornac Annihilator level 11
41st Dusk 122nd year of Ascendancy at 00:45 see stats
By Ilcael the Cornac Annihilator level 10
3rd Summertide 122nd year of Ascendancy at 13:22 see stats
By Ilcael the Cornac Annihilator level 20
13rd Regrowth 123rd year of Ascendancy at 06:52 see stats
By Ilcael the Cornac Annihilator level 19
10th Decay 122nd year of Ascendancy at 13:44 see stats
By Ilcael the Cornac Annihilator level 7
79th Pyre 122nd year of Ascendancy at 02:35 see stats
By Ilcael the Cornac Annihilator level 9
5th Mirth 122nd year of Ascendancy at 04:55 see stats
By Ilcael the Cornac Annihilator level 19
13rd Regrowth 123rd year of Ascendancy at 04:45 see stats
By Ilcael the Cornac Annihilator level 16
69th Haze 122nd year of Ascendancy at 00:36 see stats
Log
Ilcael's Rocket Pod hits Ivywyn the giant netherworm for 42 fire, 2 acid, 3 cold (46 total damage).
Ilcael hits Ivywyn the giant netherworm for 106 healing, 30 healing (0 total damage) [135 healing].
Ivywyn the giant netherworm's River of Souls killed Mecharachnid (servant of Ilcael)!
Ilcael uses Infusion: Movement.
Ilcael is moving at extreme speed!
Ivywyn the giant netherworm loses 59 health to the entropy.
Ivywyn the giant netherworm casts Rune: Manasurge.
Ivywyn the giant netherworm starts to surge mana.
Ivywyn the giant netherworm leeches life from Ilcael!
Ivywyn the giant netherworm leeches life from Steamgun turret!
Ilcael HEALS from cold damage!
Ivywyn the giant netherworm receives 5 healing from Steamgun turret.
Ivywyn the giant netherworm hits Ilcael for (0 exoskeleton), 56 cold, 12 healing (56 total damage) [12 healing].
Ivywyn the giant netherworm hits Steamgun turret for 71 cold damage.
Incendiary Grenade from Ilcael hits Netherworm mass for 22 fire damage.
Burning Phosphorous from Ilcael hits Ivywyn the giant netherworm for 23 fire damage.
Burning from Ilcael hits Ivywyn the giant netherworm for 21 fire damage.
Incendiary Grenade from Ilcael hits Ivywyn the giant netherworm for 21 fire damage.
Burning from Ilcael hits Netherworm mass for 25 fire damage.
Ivywyn the giant netherworm receives 69 healing from Ilcael.
Ivywyn the giant netherworm killed Steamgun turret!
Ran for 2 turns (stop reason: taken damage).
Something leeches life from Ilcael!
Ilcael HEALS from darkness damage!
Bane of Confusion from Ivywyn the giant netherworm hits Ilcael for (0 exoskeleton), 36 darkness, 6 healing (36 total damage) [6 healing].
Something receives 45 healing from Ilcael.
Ran for 3 turns (stop reason: taken damage).