Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/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: 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:
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.
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. 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 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: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Psyshot |
Level / Exp | 20 / 80% |
Size | big |
Lifes / Deaths | Killed by sand-drake at level 20 on the 69th Haze 122nd year of Ascendancy at 04:36 / 1 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 54 (base 38) |
Constitution | 14 (base 10) |
Magic | 19 (base 10) |
Willpower | 60 (base 39) |
Cunning | 48 (base 22) |
Resources
Life | -210/496 |
Steam | 80/100 |
Equilibrium | 0 |
Psi | 106/150 |
Healing Factor | 1.0372895330004 |
Regeneration | 2.3339014492509 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 10 |
See Stealth | 5 |
See Invisible | 15 |
Offense: Mainhand
Damage | 36 |
Accuracy | 64 |
Crit Chance | 20% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 66 |
Crit Chance | 19% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +23% |
Acid | +17% |
Lightning | +24% |
Cold | +36% |
Mind | +29% |
Arcane | +16% |
Fire | +25% |
All | +11% |
Offense: Damage Penetration
Physical | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 27 (38.594633868923%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 6.9238052216851 |
Physical Save | 28 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Lightning | + 30%( 70%) |
Darkness | + 7%( 70%) |
Mind | + 6%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 50% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 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 117% efficiency and cooldown mod of 61%. 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 143% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% 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 Magic stat. |
Class Talents
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Willpower 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold Physical save +9 (+5 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Amaredan the Earthwell (16/18, 113% power, 1 apr) Amaredan the Earthwell (16/18, 113% power, 1 apr) 3.0 Encumbrance T1 shot ammo [Rare] Psionic Weapon Damage 113% 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 +4.0% Capacity 18 On-ranged-hit +8 acid +8 physical +4 mind +20 nature On Hit: * 20% chance to knock the target back 3 spaces and deal 211 physical damage While equipped: other ------- Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Neradalaith =undead= Neradalaith =undead=1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Accuracy +20 (+5 eff.) defense ------ Armor +8 Resistance +8% blight +8% darkness +5% arcane Unlife -60.00 life other ------- Stamina/turn +3.00 Light +4 Infravision +5 See Invisibility +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 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 17 blight damage or heals 23 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 normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gluserin the rough leather cap (0 def, 1 armour) Gluserin the rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Cun offense ------ Critical power +15.00% Damage +15% mind Ignore Armor +4 defense ------ Armor +1 Fatigue +1% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A cap made of leather. |
On hands | dwarven-steel gauntlets 'Hanokan' (15 def, 2 armour) dwarven-steel gauntlets 'Hanokan' (15 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Dex +4 Mag offense ------ Physical Crit +2.0% Damage +5% arcane Ignore resists +20% physical defense ------ Armor +2 Defense +15 (+5 eff.) Fatigue +3% Crit Resistance 10.00% Disarm Resist +80% other ------- Stamina/turn +2.00 Talents +3 Iron Grip Unarmed combat: Weapon Damage 115% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Sepsisreign the iron torque of clear mind [power 1] (25 cooldown) Sepsisreign the iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% nature When Hit 2 nature defense ------ Resistance +6% acid Life Regen +2.00 Disarm Resist +10% 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. |
On fingers | Layulrawyn the steel ring Layulrawyn the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +4 Con offense ------ Physical Power +14 (+5 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+2 eff.) Accuracy +6 (+1 eff.) defense ------ Resistance +6% mind +3% blight Unlife -20.00 life Rings make your fingers look great! |
On fingers | steel garnet ring steel garnet ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +8 (+3 eff.) Damage +11% all Rings make your fingers look great! |
Around neck | Zubemissra Zubemissra0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +20 (+7 eff.) defense ------ Resistance +3% acid Mind save +3 (+1 eff.) other ------- EQ when Hit +0.08 Hate-on-crit +1.00 Amulets make your neck look great! |
In main hand | Tinkerer's Twinblaster Tinkerer's Twinblaster 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical On-Hit, radius 1 +60 20% chance of physical repulsion Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Around waist | Eliwyn the Windspiker Eliwyn the Windspiker1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% acid +12% nature +3% mind When Hit 2 mind defense ------ Resistance +3% acid +3% nature Life +30.00 A belt that goes around your waist. |
In off hand | thorny mindstar 'Duvichik' (96% power, 24 apr, nature damage) thorny mindstar 'Duvichik' (96% power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +60 20% chance of physical repulsion On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun +8 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +13% lightning +14% fire +10% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | linen cloak 'Velabeth' (7 def, 0 armour) linen cloak 'Velabeth' (7 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +3% blight +0% cold +0% nature +30% lightning Physical save +5 (+3 eff.) Life +60.00 Disarm Resist +10% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | marauder's cured leather armour of the hero (8 def, 12 armour) marauder's cured leather armour of the hero (8 def, 12 armour) 9.0 Encumbrance T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +8 Str +7 Dex +3 Mag +4 Wil +4 Cun offense ------ When Hit 20 physical defense ------ Armor +12 Defense +8 (+2 eff.) Fatigue +8% Physical save +7 (+4 eff.) Life +37.00 A suit of armour made of leather. |
Inventory
schematic: Corrosive Shell schematic: Corrosive Shell0.1 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. |
schematic: Focus Lens schematic: Focus Lens0.1 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. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 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. |
3 schematic: Grounding Strap 3 schematic: Grounding Strap0.1 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. |
schematic: Hook Shell schematic: Hook Shell0.1 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. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 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. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 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. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 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. |
schematic: Rocket Boots schematic: Rocket Boots0.1 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. |
schematic: Spike Attachment schematic: Spike Attachment0.1 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. |
schematic: Spring Grapple schematic: Spring Grapple0.1 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. |
3 schematic: Steamgun 3 schematic: Steamgun0.1 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. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap Coating0.1 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. |
schematic: Water Salve schematic: Water Salve0.1 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. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 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. |
Yarodrablek the copper ring Yarodrablek the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +11% nature When Hit 4 acid On-Hit (Melee): * 10% chance to reduce armor by 25% defense ------ Resistance +22% nature Spell save +9 (+5 eff.) Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +5 (+1 eff.) Rings make your fingers look great! |
dwarven-steel mace (133% power, 4 apr) dwarven-steel mace (133% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Normal] Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 91% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 228.55 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative thorny mindstar (97% power, 24 apr, mind damage) creative thorny mindstar (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +3% Critical power +13.00% Mindpower +6 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 133% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: 30% Disarm level 3 While equipped: offense ------ Accuracy +10 (+2 eff.) other ------- See Stealth +9 See Invisibility +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Flashpoint Flashpoint4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Emuvea the Kilnedge (0 def, 7 armour, 107% power, 40.5 block) =dex= Emuvea the Kilnedge (0 def, 7 armour, 107% power, 40.5 block) =dex=7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Master/Psionic When used to Attack: Weapon Damage 107% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +10 physical While equipped: Stats +5 Str +5 Dex +1 Wil +2 Con offense ------ Damage +9% fire Accuracy +7 (+1 eff.) defense ------ Armor +7 Fatigue +8% Resistance +15% acid +10% physical Windwall +13 Slow Projectiles +12% other ------- Talents +1 Block Handheld deflection devices. |
cashmere cloak 'Koradunagund' (2 def, 0 armour) cashmere cloak 'Koradunagund' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Ignore resists +25% mind defense ------ Defense +2 (+0 eff.) Resistance +15% light +6% fire Spell save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanegalen the Blazewolf (0 def, 4 armour) Hanegalen the Blazewolf (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +12% lightning +12% fire +7% physical Ignore resists +10% lightning defense ------ Armor +4 Fatigue +3% Resistance +15% lightning other ------- Light +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather hat 'Rotidol' (0 def, 3 armour) hardened leather hat 'Rotidol' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +12% acid +9% cold On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Armor +3 Fatigue +3% Resistance +6% nature Physical save +7 (+4 eff.) Mind save +10 (+5 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Golle the Ashqueen (0 def, 1 armour) Golle the Ashqueen (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +5 Cun offense ------ Damage +3% fire When Hit 2 fire defense ------ Armor +1 Fatigue +1% Resistance +5% fire +3% nature +6% cold A hat made of leather. Very stylish. |
Islenn the Hazesmash (0 def, 7 armour) =dex= Islenn the Hazesmash (0 def, 7 armour) =dex=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +10% cold Accuracy +5 (+1 eff.) Ignore Armor +3 When Hit 6 physical defense ------ Armor +7 Fatigue +5% Unlife -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 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. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
5 ametrine 5 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 citrine 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. |
12 zircon 12 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. |
aquamarine 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. |
2 opal 2 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. |
amethyst 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 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. |
brass lantern brass lantern2.0 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. |
brass lantern 'Gilenne' =dex= brass lantern 'Gilenne' =dex=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +5 Dex +4 Wil offense ------ Damage +15% mind other ------- Light +3 Infravision +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. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 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. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +57.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor 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 7] simple frost salve [power 7]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 1 physical effects and grants a frost aura (7% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 128] potent healing salve [power 128]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 128 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
quick yew wand of shielding [power 236] (13 cooldown) quick yew wand of shielding [power 236] (13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Job's Lament the Ogre Psyshot level 13
9th Flare 122nd year of Ascendancy at 21:12 see stats
By Job's Lament the Ogre Psyshot level 10
9th Mirth 122nd year of Ascendancy at 17:23 see stats
By Job's Lament the Ogre Psyshot level 20
57th Dusk 122nd year of Ascendancy at 09:57 see stats
By Job's Lament the Ogre Psyshot level 20
73rd Dusk 122nd year of Ascendancy at 05:34 see stats
By Job's Lament the Ogre Psyshot level 5
2nd Mirth 122nd year of Ascendancy at 19:09 see stats
By Job's Lament the Ogre Psyshot level 20
61st Haze 122nd year of Ascendancy at 04:36 see stats
By Job's Lament the Ogre Psyshot level 19
57th Dusk 122nd year of Ascendancy at 09:02 see stats
Log
The unstable sand tunnel collapses!
Job's Lament shoots!
Job's Lament's Shoot hits Black ooze for 51 physical, 9 acid, 14 physical, 4 mind, 24 nature (104 total damage).
Job's Lament hits Black ooze for 189 nature damage.
Gigantic corrosive tunneler's acid area effect hits Job's Lament for 52 acid damage.
Job's Lament killed Black ooze!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Improved Gestalt is ready to use.
The unstable sand tunnel collapses!
Job's Lament uses Forced Gestalt.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Job's Lament for 0 physical damage.
Sand-drake breathes sand!
Job's Lament resists the effect 'Blinded'!
Sand-drake hits Job's Lament for 176 physical damage.
Job's Lament the level 20 ogre psyshot was decapitated to death by a sand-drake on level 1 of Sandworm lair.