











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: FlexSpec Respec Limitation Relaxer 1.5.5Items Vault 1.5.0Donators/Buyers bonus! Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Showing Items Tier in Inventory 1.5.5This 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 Improved Auto-explore and Rest 1.5.5Quality 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. verbose 1.5.5This addon inserts much more information in the log about damage reduction. Better Item Description 1.5.5This 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 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 15 / 79% |
Size | medium |
Lifes / Deaths | Killed by Poruvea the broken golem at level 13 on the 1st Summertide 122nd year of Ascendancy at 08:18 3 / 3Killed by Nerassra the squid at level 15 on the 6th Flare 122nd year of Ascendancy at 22:52 Killed by Churion at level 15 on the 6th Flare 122nd year of Ascendancy at 22:57 |
Primary Stats
Strength | 54 (base 28) |
Dexterity | 57 (base 41) |
Constitution | 12 (base 10) |
Magic | 10 (base 10) |
Willpower | 21 (base 10) |
Cunning | 21 (base 15) |
Resources
Life | 406/406 |
Stamina | 169/169 |
Healing Factor | 1.0164835164835 |
Regeneration | 6.0480769230769 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 37.141571790036 |
See Invisible | 58.141571790036 |
Offense: Mainhand
Damage | 110 |
Accuracy | 52 |
Crit Chance | 13% |
APR | 6 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Physical | +9% |
Light | +6% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +5% |
Light | +5% |
Physical | +5% |
Mind | +5% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 28.317011280365 (73.452380952381%) |
Defense | 25 |
Ranged Defense | 31 |
Fatigue | 19 |
Physical Save | 27 |
Spell Save | 10 |
Mental Save | 22 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | + 24%( 70%) |
Light | + 27%( 70%) |
Mind | + 8%( 70%) |
Physical | + 13%( 70%) |
Darkness | + 32%( 70%) |
Fire | + 17%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Disarm Resistance | 57% |
Fear Resistance | 100% |
Stun Resistance | 41% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 221 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost anorithil to the recall portal on level 6 of Infinite Dungeon. Escort: lost anorithil (level 6 of Infinite Dungeon)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Infinite Dungeon. Escort: repented thief (level 5 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +6% darkness +9% cold Disarm- +15% ---------- misc Infravis +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Rare] Master Power 63.0 - 75.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Proj.spd +200% Ranged+ +7 bleed On Hit.r1 +4 physical On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight Max.HP +43.00 HP.reg +1.50 ---------- misc Light +2 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 T1 head armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +6 Wil +3 Cun dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% physical Phys.save +6 (+3 eff.) A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +5 Resists +5% arcane Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disease- +20% Cut- +5% Disarm- +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% light +3% nature Res.pen +20% nature ----- def ----- Fatigue -5% Resists +9% light ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Max.HP +25.00 Disarm- +20% Pinning- +20% Knockbk- +20% ---------- misc See.Invis +21 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% nature +6% blight Mind.save +6 (+3 eff.) HP.reg +0.80 Poison- +14% Disease- +10% Stun/Frz- +21% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +3% physical ----- def ----- Resists +13% lightning +3% cold +9% blight Stun/Frz- +20% Amulets can have magical properties. |
In main hand | ![]() 4.0 T1 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit.r1 +4 mind On Hit: * 20% chance to daze at end of turn While equipped: Stats +1 Dex dps ---------- Res.pen +5% mind ----- def ----- Resists +6% mind Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Resists +6% light +5% darkness HP.reg +0.40 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Melee Ret 10 lightning On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% lightning +17% fire ---------- misc Talents +2 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Res.pen +5% light Melee Ret 8 light ----- def ----- Defense +1 (+1 eff.) Resists +9% nature +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +7% physical +12% light +18% cold +3% mind +21% darkness ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% lightning +3% physical Res.pen +10% blight On Hit (Melee): * 6% chance to blind ----- def ----- Armour +2 Defense +7 (+4 eff.) Resists +3% physical ---------- misc Max.stam +10.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 20% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Mind.pwr +4 (+2 eff.) Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% ---------- misc Telepathy Dragon Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +7 (+7 eff.) Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Slows global speed by 13% While equipped: ----- def ----- Resists +10% acid +14% fire +13% cold +10% lightning Spell.save +9 (+9 eff.) Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 darkness +8 fire Against +7% Living While equipped: ----- def ----- Resists +5% arcane +3% fire Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +10% physical Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% ---------- misc Max.stam +35.00 Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 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. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +6.0% Atk.spd 100% On Hit: * Slows global speed by 6% * 6% chance to corrode armour by 30% While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Mind.crit +2% Mind.pwr +12 (+6 eff.) Divide the mindstar in two Puts all charms on 1 cooldown 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. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +12 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +21 On Hit: * 12 arcane resource burn Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
![]() 4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +15% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 cold Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +10% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +9 bleed +28 light +12 mind On Hit.r1 +16 light On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Nature Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 19 Ranged+ +28 arcane +4 blight On Hit.r1 +8 mind On Crit.r2 +4 mind On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Ego] Arcane Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 16 On Hit.r1 +10 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 20 nature On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +18% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) Dmg.mod +10% mind ----- def ----- Resists +10% mind Spell.save +16 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% physical +11% light +10% darkness Phys.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +11% blight +11% nature +5% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +9% mind Res.pen +15% mind Melee Ret 8 nature ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +15% acid +12% mind A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +22% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% physical Acc +2 (+1 eff.) Melee Ret 16 physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% light +3% acid Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% cold +6% fire A belt that goes around your waist. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +9% blight +6% fire +6% cold +3% lightning Spell.save +9 (+9 eff.) Silence- +5% Stun/Frz- +10% ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +6% cold +5% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- S.pwr/crit +2 Dmg.mod +3% arcane Res.pen +15% arcane Acc +12 (+4 eff.) ----- def ----- Armour +1 ---------- misc Mana/s.crit +3.00 Light +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light 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 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 4 fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% acid Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Max.psi +20.00 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex +1 Mag ---------- misc Telepathy Demon/Minor Demon/Major Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown 100% to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Disarm traps (68 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Churion the Skeleton Archer level 14
1st Flare 122nd year of Ascendancy at 11:16 see stats
By Churion the Skeleton Archer level 10
6th Mirth 122nd year of Ascendancy at 04:43 see stats
By Churion the Skeleton Archer level 13
1st Summertide 122nd year of Ascendancy at 19:56 see stats
Log
Churion hits Nerassra the squid for (7 resist armour), 0 lightning, (11 resist armour), 0 light (0 total damage).
Nerassra the squid hits Churion for 9 physical damage.
Bleeding from Churion hits Nerassra the squid for (13 resist armour), 11 physical (12 total damage).
Nerassra the squid shoots!
Nerassra the squid's Shoot hits Churion for 38 physical, 4 nature, 7 temporal (49 total damage).
Nerassra the squid's Shoot hits Churion for 34 physical, 4 nature, 7 temporal (46 total damage).
Nerassra the squid stops bleeding.
Nerassra the squid shoots!
Nerassra the squid's Shoot misses Churion.
Nerassra the squid's Shoot hits Churion for 35 physical, 4 nature, 7 temporal (47 total damage).
Churion hits Nerassra the squid for (7 resist armour), 0 lightning, (11 resist armour), 0 light (0 total damage).
Nerassra the squid hits Churion for 6 physical damage.
Talent Pin Down is ready to use.
Nerassra the squid shoots!
Nerassra the squid's Shoot misses Churion.
Nerassra the squid's Shoot hits Churion for 37 physical damage.
Churion the level 15 skeleton archer was bled to death by Nerassra the squid on level 10 of Infinite Dungeon.
You have 3 life(s) left.
Churion deactivates Incendiary Ammunition.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Nerassra the squid's Shoot killed Churion!
Saving done.
Saving game...