















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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.
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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: 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.
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Showing Items Tier in Inventory 1.7.2This 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 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 | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 22 / 98% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 77 (base 51) |
| Dexterity | 23 (base 10) |
| Constitution | 28 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 54 (base 46) |
Resources
| Life | 687/687 |
| Steam | 80/80 |
| Healing Factor | 1.1960541562487 |
| Regeneration | 9.0869918381938 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 42.588041044944 |
| See Invisible | 42.588041044944 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 46 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 46 |
| Crit Chance | 17% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Fire | +4% |
| Physical | +4% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Fire | +6% |
| Physical | +31% |
Defense: Base
| Armour (hardiness) | 45.08934837382 (100%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 44 |
| Physical Save | 40 |
| Spell Save | 20 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 26%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 61%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 17%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 92% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 65% |
| Poison Resistance | 20% |
| Knockback Resistance | 71% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 43 steam. 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 107% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity 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 182% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Furnace | 1.40 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Mow Down |
| talent | Chant of Fortress |
| talent | Grinding Shield |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed bloated horror heart. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Equipment
| On feet | pair of iron boots 'Eilinima' (15 def, 5 armour) 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +5 Defense +15 (+6 eff.) Fatigue +2% Resistance +6% lightning +6% temporal Unlife -60.00 life other ------- Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Manarilin2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex offense ------ When Hit 2 physical defense ------ Defense +5 (+3 eff.) Resistance +6% acid Life +44.00 Poison Resist +20% Stun Resist +20% other ------- 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 | Anitoblek the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% cold On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +1 (+1 eff.) Resistance +16% cold +6% nature +12% fire Mind save +3 (+2 eff.) Unlife -40.00 life Life +20.00 Stun Resist +20% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A pointy cloth hat, very wizardly... |
| On hands | Strikecutter (0 def, 7 armour) 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +7 Str +2 Con offense ------ Physical Power +28 (+7 eff.) defense ------ Armor +7 Resistance +6% lightning Physical save +12 (+4 eff.) Disarm Resist +70% other ------- Talents +2 Iron Grip Unarmed combat: Weapon Damage 12.0 - 13.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Huryrodig the Unlightqueen [power 81] (21 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Resistance +6% acid +9% darkness +5% arcane Spell save +12 (+6 eff.) Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life +23.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! |
| On fingers | Prismobsidian the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +11% lightning Ignore resists +25% acid +25% physical Ignore Armor +1 defense ------ Resistance +22% lightning other ------- Light +3 Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of mastery (0.10 Steamtech / Furnace)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% temporal Pinning Resist +22% Knockbk Resist +22% other ------- Masteries +0.10 Steamtech/Furnace Amulets make your neck look great! |
| In main hand | arcing dwarven-steel steamsaw (22-33 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +54 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 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! |
| Around waist | rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life +34.00 A belt that goes around your waist. |
| In off hand | Pinwheel (13-20 power, 10 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% Block +50 On Hit: * 15% chance to pin the target Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue +7% other ------- Talents +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
| Cloak | Loridrahad (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +1 (+1 eff.) Resistance +18% lightning +3% temporal +0% cold +0% nature +5% arcane Physical save +6 (+2 eff.) Life Regen +4.00 Stun Resist +30% Teleport 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 | Toyadur the dwarven-steel plate armour (5 def, 12 armour) 17.0 Encumbrance T3 massive armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +12 Hardiness +20% Defense +5 (+3 eff.) Fatigue +27% Resistance +8% acid +8% physical +9% darkness +8% fire +7% lightning +7% cold Physical save +3 (+1 eff.) Mind save +10 (+5 eff.) Unlife -20.00 life Life +31.00 Disarm Resist +29% Stun Resist +22% Knockbk Resist +26% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 106% / cooldown 65%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 5)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 5)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.4 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 8)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. 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 |
steam generator implant of the wizard (steam 5)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 118; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 17%; magical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 81; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 80.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 49; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% fire Accuracy +4 (+1 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
titan's copper ring of lightning (+22%) =Con 3=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +6 (+2 eff.) Rings make your fingers look great! |
Ragigen =Dex 5=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Ignore resists +25% temporal Accuracy +7 (+2 eff.) When Hit 4 physical defense ------ Armor +8 Defense +5 (+3 eff.) Disease Resist +20% other ------- Max stamina +10.00 Rings make your fingers look great! |
warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
Spellcrusher (32-48 power, 4 apr) =Con 6=5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Colaryem (48-77 power, 12 apr) =DEX 7=3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +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. |
pair of dwarven-steel boots of disengagement (0 def, 4 armour) =Dex 4=3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 76% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 14 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 42 addition nature damage over 3 turns (damage based on Cunning). Uses 10 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
rough leather hat of constitution (+3) (0 def, 1 armour) =Con 3=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour) =Con 5=3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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. |
6 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. |
7 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. |
4 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. |
9 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. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
8 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. |
onyx0.0 Encumbrance 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
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. |
simple frost salve [power 20] simple frost salve [power 20]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 182% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 21 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 402] powerful healing salve [power 402]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 182% efficiency and 53% cooldown modifier. Heal 402 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
powerful pain suppressor salve [power 348] powerful pain suppressor salve [power 348]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 182% efficiency and 53% cooldown modifier. Let you fight up to -348 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
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 (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 power out of 274/400 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. |
Bethetha the Thunderradiance [power 105] (13 cooldown) =dex 2=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Dex +4 Con offense ------ Damage +9% lightning When Hit 2 fire other ------- Max stamina +10.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of mindblast [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Destressing the Cornac Sawbutcher level 22
65th Haze 122nd year of Ascendancy at 14:00 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Destressing the Cornac Sawbutcher level 20
62nd Haze 122nd year of Ascendancy at 17:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Destressing the Cornac Sawbutcher level 10
1st Haze 122nd year of Ascendancy at 09:22 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Destressing the Cornac Sawbutcher level 20
62nd Haze 122nd year of Ascendancy at 07:16 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Destressing the Cornac Sawbutcher level 7
31st Dusk 122nd year of Ascendancy at 03:43 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Destressing the Cornac Sawbutcher level 7
23rd Dusk 122nd year of Ascendancy at 18:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Destressing the Cornac Sawbutcher level 16
32nd Haze 122nd year of Ascendancy at 01:31 see stats
Log
You gain 14.30 gold from the melting of Abysswaker the steel steamgun.
You collect a new ingredient: lump of steel (1).
You gain 5.33 gold from the melting of truestriking steel steamsaw of vileness (13-20 power, 0 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.05 gold from the melting of reinforced steel steamsaw (14-20 power, 0 apr).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 1.72 gold from the melting of gifted vined mindstar of life (5-6 power, 18 apr, mind damage).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.48 gold from the melting of hateful dwarven-steel dagger of massacre (22-29 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.22 gold from the melting of balanced dwarven-steel dagger of massacre (24-32 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.12 gold from the melting of balanced dwarven-steel dagger (18-23 power, 7 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.19 gold from the melting of flaming iron dagger of massacre (15-20 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 9.14 gold from the melting of Darkcut (11-15 power, 2 apr).
You gain 3.00 gold from the melting of Eclipse (18-22 power, 4 apr, darkness element).
You gain 20.05 gold from the melting of copper ring 'Belothad'.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 7.50 gold from the melting of schematic: Viral Needlegun.
You collect a new ingredient: stack of herbs (sessali) (2).
You gain 4.00 gold from the melting of schematic: Steamgun.
You gain 3.27 gold from the melting of medical injector implant (efficiency 111% / cooldown 57%).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.




























































































