
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 20 / 69% |
Size | medium |
Lifes / Deaths | Killed by corrupted minotaur at level 17 on the 71st Dusk 122nd year of Ascendancy at 02:58 0 / 6Killed by corrupted minotaur at level 17 on the 71st Dusk 122nd year of Ascendancy at 07:29 Killed by corrupted minotaur at level 17 on the 71st Dusk 122nd year of Ascendancy at 09:46 Killed by Eilinydakira the worm that walks at level 17 on the 73rd Dusk 122nd year of Ascendancy at 00:03 Killed by Eilinydakira the worm that walks at level 17 on the 73rd Dusk 122nd year of Ascendancy at 05:46 Killed by Shasshhiy'Kaish at level 20 on the 13rd Haze 122nd year of Ascendancy at 03:45 |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 61 (base 48) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 56.4 (base 40) |
Resources
Life | -116/365 |
Steam | 40/106 |
Healing Factor | 1.1100003099961 |
Regeneration | 1.720500480494 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 41 |
Accuracy | 53 |
Crit Chance | 22% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +6% |
Physical | +9% |
Cold | +3% |
All | 0% |
Darkness | +6% |
Mind | +12% |
Fire | +44% |
Lightning | +15% |
Offense: Damage Penetration
Nature | +5% |
Acid | +30% |
Darkness | +5% |
Cold | +5% |
Mind | +25% |
Lightning | +10% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (50%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 25 |
Physical Save | 17 |
Spell Save | 8 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 21%( 70%) |
Acid | + 12%( 70%) |
Darkness | + 12%( 70%) |
Cold | + 41%( 70%) |
Mind | + 18%( 70%) |
Physical | + 14%( 70%) |
Fire | + 62%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 70% |
Poison Resistance | 70% |
Pinning Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 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 (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.3 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemical warfare | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Eilinydakira the worm that walks. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+3 eff.) Dmg.mod +9% physical Res.pen +15% acid ----- def ----- Armour +9 Fatigue +3% Resists +6% acid Die.at -80.00 life ---------- misc Infravis +1 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. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 143% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Proj.spd +200% While equipped: ---------- misc Reload +4 Talents +3 Corrosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% mind Res.pen +5% mind ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +15% fire +3% cold Res.pen +15% acid +10% fire Acc +1 (+1 eff.) Melee Ret 2 acid ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +10% cold ---------- misc Light +3 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Disarm- +70% ---------- misc Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.22 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Dmg.mod +6% blight Acc +4 (+2 eff.) ----- def ----- Armour +3 Crit.chn- 5.00% Poison- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +15 (+5 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 95% 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. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +12% fire Res.pen +20% mind +10% lightning ----- def ----- Resists +24% fire +9% mind +12% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +15.00% Res.pen +5% nature Apr +3 ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +8% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 cold On Crit.r2 +8 darkness On Hit: 10% Overgrowth 3 On Hit: * splashes acid on your target dealing 54 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +5% darkness On Hit (Ranged): * 20% chance to reduce damage dealt by 16% ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +3% mind +3% fire HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +6% darkness Res.pen +15% fire +5% cold Acc +7 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Defense +3 (+1 eff.) Resists +6% darkness +6% fire Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Hardiness +20% Defense +16 (+5 eff.) Fatigue +7% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.15 to 126.44 lightning damage (84.29 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 21 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 444% 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 5 darkness, 4 blight, 4 arcane, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 40% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.pwr +15 (+8 eff.) ----- def ----- Resists +3% blight +3% darkness +5% arcane Spell.save +10 (+10 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 119% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% mind ----- def ----- Armour +4 Resists +12% mind Phys.save +3 (+3 eff.) Die.at -40.00 life Massive two-handed battleaxes. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 cold Sharp, long, and deadly. |
![]() 4.0 T3 sling 1H weapon [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +6 Dex +6 Mag +7 Wil +5 Cun +6 Con dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +2 Resists +12% acid +6% fire +6% nature Crit.chn- 10.00% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 103% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 1.0 Steam When used to Attack: Block +40 While equipped: dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +4% Resists +9% cold Cut- +20% Disarm- +23% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 waraxe 1H weapon [Ego+] Master Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +5 (+2 eff.) One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 101% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +8 light On Hit: * 20% chance to reduce all saves and defense by 19 While equipped: dps ---------- Phys.crit +7.0% Crit.mult +18.00% Dmg.mod +6% light +12% fire Res.pen +15% fire Apr +7 One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness Mind.save +7 (+3 eff.) ---------- misc Psi/ret +0.20 Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Res.pen +10% fire ----- def ----- Resists +12% lightning +6% cold +6% darkness +9% all Mind.save +30 (+15 eff.) Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +5% physical +13% fire +7% cold ----- def ----- Resists +10% acid +12% physical +12% fire +12% cold +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.08 Max.hate +10.00 Max.vim +10.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 9 darkness Dmg.mod +5% darkness +15% light Res.pen +20% nature Melee Ret 10 darkness ----- def ----- Armour +2 Fatigue +3% Resists +14% darkness ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +1 Spell.save +9 (+9 eff.) 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +5 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid ---------- misc Light +2 A hat made of leather. Very stylish. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Mag +1 Wil +3 Con ----- def ----- Resists +6% temporal Phys.save +6 (+4 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +9 (+9 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +5 Infravis +3 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 15 blight damage or heals 22 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 140 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Wil +2 Cun +1 Con dps ---------- Mind.pwr +25 (+13 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By vjjjjj the Cornac Annihilator level 16
54th Dusk 122nd year of Ascendancy at 11:16 see stats
By vjjjjj the Cornac Annihilator level 20
12nd Haze 122nd year of Ascendancy at 08:30 see stats
By vjjjjj the Cornac Annihilator level 10
26th Dusk 122nd year of Ascendancy at 05:58 see stats
By vjjjjj the Cornac Annihilator level 20
11st Haze 122nd year of Ascendancy at 10:36 see stats
By vjjjjj the Cornac Annihilator level 20
12nd Haze 122nd year of Ascendancy at 03:05 see stats
By vjjjjj the Cornac Annihilator level 9
22nd Dusk 122nd year of Ascendancy at 04:24 see stats
By vjjjjj the Cornac Annihilator level 16
69th Dusk 122nd year of Ascendancy at 00:21 see stats
By vjjjjj the Cornac Annihilator level 17
78th Dusk 122nd year of Ascendancy at 22:19 see stats
Log
Shasshhiy'Kaish hits Steamgun turret for 46 blight, 9 blight, 13 temporal, 16 blight, 46 blight, 12 light, 16 blight (161 total damage).
Steamgun turret's Steamgun Turret hits Shasshhiy'Kaish for 73 physical damage.
Bleeding from Vjjjjj hits Shasshhiy'Kaish for 18 physical damage.
Vjjjjj's Flechette Burst hits Shasshhiy'Kaish for 102 acid, 11 cold, 59 acid (174 total damage).
Vjjjjj's Flechette Burst hits Shasshhiy'Kaish for 92 acid, 11 cold (104 total damage).
Talent Flame Turret is ready to use.
Talent Medic Turret is ready to use.
Vjjjjj uses Overclock.
steamgun turret surges with power!
Shasshhiy'Kaish hits vjjjjj for (26 exoskeleton), 26 fire (26 total damage).
Vjjjjj uses Flame Turret.
Shasshhiy'Kaish casts Rune: Shatter Afflictions.
Shasshhiy'Kaish speeds up.
Shasshhiy'Kaish regains their energy.
A shield forms around Shasshhiy'Kaish.
Shasshhiy'Kaish hits vjjjjj for (26 exoskeleton), 26 fire (26 total damage).
Overclock from Vjjjjj hits Shasshhiy'Kaish for 41 lightning damage.
steamgun turret looks less powerful.
Shasshhiy'Kaish hits Steamgun turret for (109 absorbed), 0 physical, (11 absorbed), 0 blight, (16 absorbed), 0 temporal, (19 absorbed), 0 blight, (103 absorbed), 0 physical, (14 absorbed), 0 light, (17 absorbed), 1 blight (2 total damage).
Steamgun turret's Steamgun Turret hits Shasshhiy'Kaish for (78 absorbed), 0 physical (0 total damage).
Bleeding from Vjjjjj hits Shasshhiy'Kaish for (34 absorbed), 0 physical (0 total damage).
Shasshhiy'Kaish casts Meteor Rain.
The shield around Shasshhiy'Kaish crumbles.
Shasshhiy'Kaish hits Flame turret for 109 physical, 127 fire, 109 physical, 127 fire (475 total damage).
Shasshhiy'Kaish hits Steamgun turret for 152 physical, 182 fire (335 total damage).
Shasshhiy'Kaish hits vjjjjj for (79 exoskeleton), 79 physical, (41 exoskeleton), 41 fire, (79 exoskeleton), 79 physical, (41 exoskeleton), 41 fire, (50 exoskeleton), 108 physical, (0 exoskeleton), 82 fire (431 total damage).
vjjjjj hits Shasshhiy'Kaish for (91 absorbed), 15 physical, 106 physical (123 total damage).
vjjjjj the level 20 cornac annihilator was boiled to death by Shasshhiy'Kaish and used for her perverted desires on level 3 of Daikara.