

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Inferno Race Pack 1.4.0Adds a collection of my races. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.10This 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 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:
ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Bastion 1.5.10A complete rework for Bulwark. Items Vault 1.5.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.5.5Quality 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. Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Select your Escorts 1.5.10Allows 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 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: 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 | Maj'Eyal |
| Mode | Custom Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 21 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by orc berserker at level 4 on the 43rd Dusk 122nd year of Ascendancy at 18:26 3 / 2Killed by Emelussra of the Bunnypocalypse at level 21 on the 1st Decay 122nd year of Ascendancy at 01:42 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 60 (base 30) |
| Constitution | 30 (base 25) |
| Magic | 12 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 46 (base 44) |
Resources
| Life | 535/535 |
| Steam | 100/100 |
| Healing Factor | 1.15 |
| Regeneration | 1.0925 |
Speed
| Mental | 0% |
| Attack | +10% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 1 |
| Infravision | 16 |
| See Stealth | 10 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 50 |
| Crit Chance | 19% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 50 |
| Crit Chance | 19% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 14% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| Lightning | +4% |
| Physical | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 11 |
| Physical Save | 40 |
| Spell Save | 23 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 27% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (91% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Elyseda. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Elyseda. Escort: lost warrior (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of rough leather boots 'Nighttyphoon' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +6 Wil +1 Con dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A pair of boots made of leather. |
| Quiver | hateful pouch of dwarven-steel shots (21/21, 34.5-41.4 power, 3 apr) 3.0 T3 shot ammo [Ego+] Psionic Power 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 21 Ranged+ +5 darkness Against +9% Living While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | miner's hardened leather cap of dexterity (+3) (0 def, 5 armour) 2.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +7 Sight +1 See.Stealth +10 See.Invis +10 A cap made of leather. |
| On hands | storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of clairvoyance 'Drymadir' [power 9] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +2 Cun ----- def ----- Spell.save +9 (+5 eff.) Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Emelerin0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil ----- def ----- Phys.save +30 (+10 eff.) Mind.save +17 (+8 eff.) Blind- +20% Pinning- +15% Knockbk- +10% Rings can have magical properties. |
| On fingers | savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +27% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 0/60 The evilness of undeath radiates from this amulet. |
| In main hand | overgrown iron steamgun of power 4.0 T1 steamgun 1H weapon [Ego] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | insulating rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
| In off hand | S.H. Spear4.0 T3 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+3 eff.) Mind.pwr +10 (+5 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 Blind- +30% Confus- +30% ---------- misc Infravis +3 Masteries +0.00(-) Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
medical injector implant of the psychic (efficiency 100% / cooldown 90%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cheruitir the Umbraflash0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% blight On Hit (Melee): * 30% chance to inflict 15% damage reduction * 10% chance to disease ----- def ----- Resists +3% blight +9% darkness Amulets can have magical properties. |
copper amulet of mastery (0.11 Steamtech / Blacksmith)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Steamtech/Blacksmith Amulets can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
marksman's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% light Acc +6 (+2 eff.) ----- def ----- Resists +20% light Rings can have magical properties. |
Yvumille the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% fire +5% arcane +3% temporal Phys.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
cured leather sling of acid4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +9 acid While equipped: dps ---------- Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's cured leather sling of power4.0 T2 sling 1H weapon [Ego+] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +12% physical Res.pen +9% physical On Hit (Ranged): * 5 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
ranger's iron steamgun of power4.0 T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Timekeeper (4 def, 2 armour, 20.5 block) Timekeeper (4 def, 2 armour, 20.5 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +5% temporal Teleport- +100% ---------- misc Talents +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
reinforced dwarven-steel shield (8 def, 8 armour, 100 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
Therapeutic Platemail (4 def, 10 armour)12.0 T2 massive armor Reqs Heavy Armour Training 3 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+5 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy Armour Training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
12 agate0.0 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
110 alchemist agate0.0 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. |
Duskvault the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +9% darkness Res.pen +20% darkness ---------- misc Max.hate +8.00 Light -8 Infravis +5 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 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. |
crude explosive shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 127] simple healing salve [power 127]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 127 Puts Talent Medical Injector on 15 cooldown Medical salve. |
dwarven-steel pickaxe 'Belynne' (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Cun dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +7% nature ----- def ----- Resists +12% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.20 Max.psi +30.00 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
iron torque of thermal psionic shield [power 23] (20 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator
Killed 1000 creatures.By Elyseda the Skeleton Gunslinger level 14
50th Haze 122nd year of Ascendancy at 19:56 see stats
Got eggs?
Finish the Pikataclysm event.By Elyseda the Skeleton Gunslinger level 20
80th Haze 122nd year of Ascendancy at 23:49 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elyseda the Skeleton Gunslinger level 16
53rd Haze 122nd year of Ascendancy at 19:16 see stats
Level 10
Got a character to level 10.By Elyseda the Skeleton Gunslinger level 10
26th Haze 122nd year of Ascendancy at 08:20 see stats
Level 20
Got a character to level 20.By Elyseda the Skeleton Gunslinger level 20
79th Haze 122nd year of Ascendancy at 11:00 see stats
The secret city
Discovered the truth about mages.By Elyseda the Skeleton Gunslinger level 9
4th Haze 122nd year of Ascendancy at 10:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Elyseda the Skeleton Gunslinger level 15
51st Haze 122nd year of Ascendancy at 18:40 see stats
Log
Zombie bunny hits Elyseda for (18 resist armour), 36 physical (36 total damage).
Elyseda taps her Choker of Dread, summoning a vampire thrall!
Elder vampire uses Taunt.
Adalralle of the Bunnypocalypse receives 11 healing.
Bleeding from Ce'Nith of the Bunnypocalypse hits Zombie bunny for 7 physical damage.
Mad druid casts Blood Boil.
Mad druid hits Elyseda for (18 resist armour), 35 blight (35 total damage).
Mad druid hits Elder vampire for 53 blight damage.
Mad druid shoves Zombie bunny forward.
Ce'Nith of the Bunnypocalypse focuses on weaknesses in Elder vampire's defenses!
Ce'Nith of the Bunnypocalypse tests the defenses of elder vampire.
Ce'Nith of the Bunnypocalypse misses Elder vampire.
Zombie bunny hits Elder vampire for 52 physical damage.
Zombie bunny shoves Zombie bunny forward.
Emelussra of the Bunnypocalypse spits acid!
Emelussra of the Bunnypocalypse hits Elyseda for (18 resist armour), 110 acid (110 total damage).
Elyseda the level 21 skeleton gunslinger was dissolved to death by Emelussra of the Bunnypocalypse (how pathetic) on level 2 of Pikataclysm.
Emelussra of the Bunnypocalypse killed Elyseda!
You have 3 life(s) left.
Elyseda tessellates her cloak!
Elyseda deactivates Embedded Restoration Systems.
Elyseda deactivates her cloak's restoration systems.
The illusion covering Elyseda disappears.
Elyseda deactivates Agile Gunner.
Elyseda speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Saving done.






















































































