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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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:
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 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 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 | Infinite |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 20 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Elikira the elven guard at level 20 on the 4th Dusk 122nd year of Ascendancy at 05:11 / 1 |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 55 (base 48) |
| Constitution | 24 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 53.8 (base 38) |
Resources
| Life | -24/604 |
| Steam | 29/118 |
| Healing Factor | 1.2772674059366 |
| Regeneration | 6.0670201781989 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 65 |
| Crit Chance | 24% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +17% |
| Fire | +22% |
| Physical | +13% |
| Cold | +8% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 13 |
| Physical Save | 30 |
| Spell Save | 8 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 44%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 31%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 26%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 75% |
| Disarm Resistance | 42% |
| Confusion Resistance | 54% |
| Knockback Resistance | 22% |
| Stun Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
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: 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 7.3 steam per turn. Can be activated for an instant burst of 36 steam. 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 100% efficiency and cooldown mod of 100%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Proceed directly to the next Infinite Dungeon level in less than 275 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (275)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 14): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 128 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (128)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Anti-Gravity Boots (9 def, 9 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (67 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (116 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 | self-loading pouch of voratun shots of paradox (20/20, 165% power, 6 apr) 3.0 T5 shot ammo [Ego] Arcane Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Rld cld 5 Ranged+ +7 temporal On Hit: * 5% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
| On head | Xeretta the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +11 Cun dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +10% physical Mind.save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
| On hands | steady iron gauntlets of strength (+4) (0 def, 2 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Talents +3 Spring Grapple Unarmed combat: Power 108% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Durilin the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ----- def ----- Fatigue -4% Resists +5% arcane +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Phasing +30% Acc +7 (+1 eff.) Apr +8 Melee Ret 4 blight 2 arcane ----- def ----- Defense +7 (+3 eff.) HP.reg +3.00 Stun/Frz- +26% Def/telep +5 Res/telep +5% Dur/telep +5% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Durihir the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Wil +2 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +8 (+4 eff.) Melee+ 14 light Ranged+ 13 light Dmg.mod +11% light ----- def ----- Resists +6% mind Max.HP +26.00 Disarm- +22% Pinning- +25% Knockbk- +22% Rings make your fingers look great! |
| Around neck | Rharain0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Crit.mult +15.00% Acc +10 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +22% mind +10% light +13% darkness Blind- +22% Confus- +44% Amulets make your neck look great! |
| In main hand | ranger's steel steamgun of cold 4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +6 cold On Hit.r1 +60 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Ce'Nunn the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +3% physical Acc +20 (+5 eff.) ----- def ----- Resists +6% fire +9% light +6% cold A belt that goes around your waist. |
| In off hand | Ulfesta (0 def, 20 armour, 109% power, 84.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 109% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +84 While equipped: ----- def ----- Armour +20 Fatigue +8% Resists +17% lightning Max.HP +80.00 Heal.mod +5% Confus- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Iron Throne (2 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +25% nature +25% cold Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Heatsquall (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +12% fire Res.pen +15% darkness +5% fire Melee Ret 2 fire ----- def ----- Resists +7% blight +7% all Max.HP +44.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the warrior (res 23%; magical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Armour Reinforcement0.1 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. |
2 schematic: Steamgun0.1 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. |
2 schematic: Steamsaw0.1 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. |
2 schematic: Thunderclap Coating0.1 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. |
Belinn0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +4 Str dps ---------- Mind.crit +1% Dmg.mod +9% mind ---------- misc Hate/m.crit +1.00 Amulets make your neck look great! |
Lustrewhisper the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +15.00% Acc +8 (+2 eff.) Apr +1 Melee Ret 2 blight ----- def ----- Defense +15 (+6 eff.) Resists +6% blight ---------- misc Light +3 Rings make your fingers look great! |
Xeratira the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Dex ----- def ----- Armour +6 Resists +12% darkness Mind.save +3 (+2 eff.) Max.HP +20.00 Disease- +10% Disarm- +22% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Glimmerkill the dwarven-steel battleaxe (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +8 light On Crit.r2 +20 light On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Mag dps ---------- Res.pen +15% fire Melee Ret 6 fire ----- def ----- Crit.chn- 15.00% Massive two-handed battleaxes. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
dwarven-steel greatsword 'Shimmerslicer' (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Disrupt Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +10% Unnatural On Crit.r2 +12 lightning On Hit: * 20% chance to slow global speed by 45% While equipped: Stats +2 Wil dps ---------- Melee Ret 4 darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid +12% light Massive two-handed swords. |
Earyruimas the Pitchsquall (129% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% light +6% darkness Acc +7 (+1 eff.) Melee Ret 8 darkness ----- def ----- Defense +9 (+4 eff.) Resists +9% darkness +12% fire Disarm- +24% Blunt and deadly. |
steel mace 'Ereminarifang' (104% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Spell.crit +7% Dmg.mod +9% blight ----- def ----- Resists +5% arcane +9% temporal ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Blunt and deadly. |
Erithel the Jetbolt (98% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 16% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +12.00% Mind.pwr +6 (+3 eff.) Dmg.mod +12% acid Res.pen +10% darkness On Hit (Melee): * 20% chance to slow global speed by 45% ---------- misc 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. |
cruel yew vilestaff (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Flashfoe' (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +6% blight +25% fire Res.pen +15% arcane +15% light Phasing +10% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.24 Vim/s.crit +2.00 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun 'Tasin'4.0 T1 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Phasing +30% Ranged+ +20 acid Uses 2.0 Steam While equipped: Stats +6 Con +10 Wil ----- def ----- Max.HP +11.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun4.0 T5 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe 'Noonpunish' (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +16 light On Crit.r2 +16 light On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +2 Dex +4 Cun +3 Con ---------- misc Infravis +2 One-handed war axes. |
Arihor1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Resists +6% nature +6% temporal Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Blind- +10% Poison- +20% A belt that goes around your waist. |
Gunazilasus (0 def, 8 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +13% lightning +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +8 Resists +19% lightning +3% acid +3% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frostrip the pair of iron boots (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +11 Fatigue +2% Resists +6% lightning +9% temporal +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremygrim the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +4% physical +6% temporal Phys.save +16 (+8 eff.) Blind- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
nimble hardened leather armour of Toknor (14 def, 6 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
troll-hide rough leather armour of command (9 def, 6 armour)9.0 T1 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +6% Mind.save +11 (+6 eff.) Max.HP +34.00 HP.reg +3.30 Heal.mod +11% A suit of armour made of leather. |
dwarven-steel plate armour of command (7 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +16 Defense +7 (+3 eff.) Fatigue +22% Mind.save +14 (+7 eff.) A suit of armour made of metal plates. |
Voronn the Prismtyphoon (0 def, 2 armour, 97% power, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 97% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +12 light While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Fatigue +8% Resists +6% lightning +16% fire +3% light ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 125% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 126% Range: 1.4x Uses 150% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
steel shield of resilience (0 def, 4 armour, 116% power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 116% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +45.00 ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. 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 139] simple healing salve [power 139]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 139 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eilinaldavena the Gleamclash (15/15, 125% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 126% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 15 Proj.spd +200% Ranged+ +8 lightning +4 light +12 arcane On Crit.r2 +7 lightning +4 arcane On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Unlightbait' (15/15, 154% power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 154% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +20 darkness On Hit.r1 +16 darkness On Crit.r2 +20 darkness Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Chalivor' (20/23, 134% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Psionic Power 134% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 27 damage On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Infinite x10 (Insane (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By HornFIYA the Cornac Annihilator level 10
8th Mirth 122nd year of Ascendancy at 16:35 see stats
Infinite x20 (Insane (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By HornFIYA the Cornac Annihilator level 19
2nd Dusk 122nd year of Ascendancy at 03:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By HornFIYA the Cornac Annihilator level 10
7th Mirth 122nd year of Ascendancy at 18:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By HornFIYA the Cornac Annihilator level 20
2nd Dusk 122nd year of Ascendancy at 23:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By HornFIYA the Cornac Annihilator level 14
3rd Flare 122nd year of Ascendancy at 09:27 see stats
Log
Elikira the elven guard hits HornFIYA for (65 blocked), 0 blight (0 total damage).
Elikira the elven guard receives 103 healing.
Lava floor burns HornFIYA!
Elikira the elven guard hits HornFIYA for (44 blocked), 0 fire (0 total damage).
HornFIYA uses Flechette Burst.
Elikira the elven guard's spell attains critical power!
Shield of Light hits Elikira the elven guard for 19 healing, 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [96 healing].
HornFIYA's Reactive Armor hits Elikira the elven guard for 68 physical, 1 acid, 5 temporal, 6 cold, 13 light (94 total damage).
Weakness Disease from Elikira the elven guard hits HornFIYA for (0 exoskeleton), 11 blight (11 total damage).
Shield of Light hits Elikira the elven guard for 19 healing, 19 healing, 19 healing (0 total damage) [57 healing].
Static Shield from HornFIYA hits Elikira the elven guard for 4 lightning, 1 acid, 27 light (31 total damage).
Elikira the elven guard receives 19 healing from Shield of Light.
Burning Phosphorous from HornFIYA hits Elikira the elven guard for 15 fire damage.
Elikira the elven guard is knocked back!
Shield of Light hits Elikira the elven guard for 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [172 healing].
HornFIYA's Flechette Burst hits Elikira the elven guard for 83 acid, 5 temporal, 6 cold, 13 light (108 total damage).
HornFIYA's Flechette Burst hits Elikira the elven guard for 87 acid, 5 temporal, 6 cold, 13 light, 68 physical (179 total damage).
Shield of Light hits Elikira the elven guard for 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing, 19 healing (0 total damage) [172 healing].
HornFIYA's Rocket Pod hits Elikira the elven guard for 31 fire, 23 fire, 2 temporal, 3 cold, 7 light (67 total damage).
HornFIYA's Reactive Armor hits Elikira the elven guard for 32 physical, 5 temporal, 6 cold, 13 light (57 total damage).
Lava floor heals Elikira the elven guard!
Elikira the elven guard receives 103 healing.
Elikira the elven guard deactivates Fearscape.
Lava floor burns HornFIYA!
Elikira the elven guard hits HornFIYA for (12 exoskeleton), 32 fire (32 total damage).
Shield of Light hits Elikira the elven guard for 11 healing, 11 healing (0 total damage) [21 healing].
Static Shield from HornFIYA hits Elikira the elven guard for 3 lightning, 27 light (29 total damage).
HornFIYA the level 20 cornac annihilator was burnt to death by Elikira the elven guard on level 1 of Fearscape.
You are brought back from the Fearscape!










































































































