


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Annihilator |
Level / Exp | 25 / 53% |
Size | medium |
Lifes / Deaths | Killed by Rotenno at level 20 on the 6th Dusk 122nd year of Ascendancy at 02:46 4 / 2Killed by Voreralaith the ice wyrm at level 23 on the 22nd Dusk 122nd year of Ascendancy at 11:13 |
Primary Stats
Strength | 36 (base 20) |
Dexterity | 61 (base 42) |
Constitution | 10 (base 10) |
Magic | 18 (base 10) |
Willpower | 17 (base 10) |
Cunning | 73.4 (base 55) |
Resources
Life | 638/638 |
Psi | 107/107 |
Steam | 118/118 |
Healing Factor | 1.1100003099961 |
Regeneration | 2.7195007594905 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 1 |
See Stealth | 9 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 56 |
Accuracy | 65 |
Crit Chance | 46% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13.5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +18% |
Acid | +6% |
Cold | +12% |
Darkness | +15% |
Blight | +9% |
Arcane | +9% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +26% |
Darkness | +16% |
Nature | +26% |
All | +6% |
Defense: Base
Armour (hardiness) | 59.104573345417 (84.647538266536%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 34 |
Physical Save | 32 |
Spell Save | 15 |
Mental Save | 31 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 21%( 70%) |
Physical | + 5%( 70%) |
Cold | + 7%( 70%) |
All | 0%( 70%) |
Lightning | + 27%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 19%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Poison Resistance | 29% |
Blind Resistance | 10% |
Disarm Resistance | 93% |
Teleport Resistance | 10% |
Silence Resistance | 10% |
Pinning Resistance | 93% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 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: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -491 life. The duration and life will increase by 1% for every 1% life you have lost (currently 491 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Incendiary Grenade |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 30% and triggers a radius 6 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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 |
You failed to protect the lost defiler from death by Lisyratira the snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Silolrada the spitting spider. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Porelratha the fox. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 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 ice dragon that dwelled there. | 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 Alchemists | 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 | ![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +6 Str +5 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +2 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (78 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (132 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego++] Master Weapon Damage 154% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +19.0% Capacity 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag offense ------ Spellpower +10 (+2 eff.) Damage +6% blight Ignore resists +6% all Ignore Shields +30% Ignore Armor +10 defense ------ Resistance +7% cold +7% temporal Life +45.00 Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +15% other ------- Max vim +20.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +8 Cun +1 Wil offense ------ Damage +9% arcane +6% acid defense ------ Armor +3 Fatigue +5% Resistance +6% nature +9% acid Spell save +3 (+3 eff.) Mind save +12 (+6 eff.) Life +50.00 Healmod +11% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +10 Str +5 Dex +3 Cun offense ------ Physical Power +8 (+2 eff.) Ignore Armor +1 defense ------ Armor +3 Physical save +8 (+4 eff.) Life Regen +2.20 Disarm Resist +70% other ------- Stamina/turn +0.40 Psi/turn +0.10 Talents +2 Iron Grip Cooldown Double Strike -1 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 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% darkness Ignore resists +10% darkness defense ------ Resistance +9% darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +6 (+2 eff.) defense ------ Life +22.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% darkness +3% blight Ignore resists +20% blight defense ------ Resistance +24% darkness +3% acid Life +40.00 Silence Resist +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +18% nature +12% cold Ignore resists +20% nature defense ------ Resistance +21% blight +3% fire +18% nature Poison Resist +29% Disease Resist +23% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +8.0% Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Cun offense ------ Physical Crit +4.0% Accuracy +7 (+2 eff.) defense ------ Resistance +9% lightning +6% fire +12% nature +3% temporal Blind Resist +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+1 eff.) Accuracy +10 (+3 eff.) Ignore Armor +3 On-Hit (Melee): * 10% chance to reduce damage dealt by 17% other ------- Infravision +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 137% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +118 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) defense ------ Armor +7 Fatigue +8% Resistance +3% nature Life +80.00 Pinning Resist +20% Teleport Resist +10% other ------- Light +2 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +4 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +9 (+3 eff.) Resistance +18% lightning Stun Resist +30% other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: offense ------ When Hit 20 physical defense ------ Armor +25 Defense +3 (+1 eff.) Fatigue +13% Resistance +5% physical Physical save +12 (+6 eff.) A suit of armour made of mail. |
Inventory
![]() 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 130% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 108% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 92% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 145% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 136% efficiency and cooldown mod of 98%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 401% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 638% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 37 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 80 damage for 3 turns. 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. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Dex +2 Mag +10 Wil offense ------ Mindpower +10 (+5 eff.) Damage +9% light defense ------ Mind save +9 (+5 eff.) Confus Resist +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+6 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +26% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag defense ------ Spell save +8 (+6 eff.) Mind save +8 (+4 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 belt armor [Ego] Disrupt/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% acid +5% blight Spell save +6 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) defense ------ Resistance +5% fire +5% cold Physical save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +0% lightning +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: offense ------ Damage +5% acid +8% physical +18% darkness +10% fire +5% cold When Hit 4 fire defense ------ Resistance +8% lightning +35% darkness +30% fire +11% all +12% acid +13% physical +7% blight +18% cold +7% light Physical save +12 (+6 eff.) Spell save +25 (+15 eff.) Mind save +11 (+6 eff.) other ------- Light +2 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +3 Wil +7 Con offense ------ Ignore Armor +1 defense ------ Armor +3 Defense +10 (+4 eff.) Physical save +6 (+3 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue -5% Resistance +6% fire Physical save +7 (+3 eff.) Life +20.00 Silence Resist +20% other ------- Encumbrance +21 A pair of boots made of leather. |
![]() 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 (+6 eff.) Spell save +12 (+8 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Mind Crit +1% Critical power +5.00% Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 other ------- Max hate +2.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Cun offense ------ Mindpower +5 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +6 Defense +15 (+5 eff.) Life +57.00 other ------- Psi when Hit +0.08 Max hate +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +3% lightning +15% blight defense ------ Mind save +6 (+3 eff.) Life +44.00 other ------- Light +8 See Stealth +11 See Invisibility +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire Life +41.00 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Life +40.00 Healmod +10% 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
![]() 0.0 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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. |
powerful pain suppressor salve [power 202] powerful pain suppressor salve [power 202]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -202 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance 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 (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 143 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 120% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +10.0% Capacity 11 On-ranged-hit +12 light +12 cold On-Hit, radius 1 +16 light On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 119% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +1 Critical Rate +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 138% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 On-ranged-hit +8 acid +8 nature +12 fire On-Hit, radius 1 +16 acid +20 fire On Hit: * 10% chance to reduce armor by 18% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 108% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance 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 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Rotenno the Cornac Annihilator level 20
6th Dusk 122nd year of Ascendancy at 18:22 see stats
By Rotenno the Cornac Annihilator level 24
23rd Dusk 122nd year of Ascendancy at 11:49 see stats
By Rotenno the Cornac Annihilator level 10
5th Mirth 122nd year of Ascendancy at 14:35 see stats
By Rotenno the Cornac Annihilator level 20
6th Dusk 122nd year of Ascendancy at 02:46 see stats
By Rotenno the Cornac Annihilator level 23
22nd Dusk 122nd year of Ascendancy at 11:10 see stats
By Rotenno the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 10:34 see stats
By Rotenno the Cornac Annihilator level 7
1st Mirth 122nd year of Ascendancy at 02:09 see stats
By Rotenno the Cornac Annihilator level 22
22nd Dusk 122nd year of Ascendancy at 05:05 see stats
By Rotenno the Cornac Annihilator level 16
9th Flare 122nd year of Ascendancy at 18:40 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 2.11 gold from the melting of iron helm of trickery (0 def, 3 armour).
You collect a new ingredient: lump of steel (1).
You gain 3.05 gold from the melting of temporal dwarven-steel gauntlets of strength (+2) (0 def, 2 armour).
You gain 15.50 gold from the melting of rough leather gloves 'Aeryldawe' (0 def, 1 armour).
You collect a new ingredient: lump of iron (1).
You gain 2.84 gold from the melting of dreamer's pair of iron boots (0 def, 3 armour).
You gain 1.26 gold from the melting of shimmering woollen robe (0 def, 0 armour).
You gain 4.32 gold from the melting of shimmering yew magestaff of fate (120% power, 4 apr, fire element).
You gain 6.19 gold from the melting of lifebinding ash magestaff of illumination (111% power, 3 apr, cold element).
You gain 10.00 gold from the melting of Plague-Fire Sceptre (127% power, 4 apr, physical element).
You gain 3.00 gold from the melting of Eclipse (117% power, 4 apr, darkness element).
You gain 6.26 gold from the melting of mighty cured leather sling of enduring.
You collect a new ingredient: stack of herbs (bilberry) (1).
You gain 5.00 gold from the melting of Charged Focus (100% power, 24 apr, lightning damage).
You collect a new ingredient: lump of steel (1).
You gain 12.62 gold from the melting of steel mace 'Duathelream' (102% power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.32 gold from the melting of truestriking steel longsword (112% power, 3 apr).
You collect a new ingredient: lump of iron (1).
You gain 15.35 gold from the melting of iron longsword 'Icestreak' (104% power, 2 apr).
You gain 2.70 gold from the melting of ranger's ash longbow of dexterity (+6).
You collect a new ingredient: lump of steel (1).
You gain 2.25 gold from the melting of hateful steel greatsword (124% power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 17.50 gold from the melting of Golden Three-Edged Sword 'The Truth' (160% power, 9 apr).
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.