













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 24 / 68% |
Size | medium |
Lifes / Deaths | Killed by Nerugathra the saw horror at level 24 on the 2nd Regrowth 123rd year of Ascendancy at 02:19 / 1 |
Primary Stats
Strength | 41 (base 12) |
Dexterity | 34 (base 31) |
Constitution | 21 (base 12) |
Magic | 15 (base 12) |
Willpower | 51 (base 31) |
Cunning | 75 (base 46) |
Resources
Psi | 156/278 |
Life | -5/485 |
Steam | 100/100 |
Stamina | 215/272 |
Equilibrium | 10 |
Healing Factor | 1.1948044672221 |
Regeneration | 4.5999971988051 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +101% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 43 |
Accuracy | 40 |
Crit Chance | 29% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 45 |
Crit Chance | 24% |
APR | 49 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Nature | +26% |
Blight | +12% |
Darkness | +9% |
Acid | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +14% |
Nature | +33% |
Fire | +14% |
Mind | +18% |
All | +8% |
Defense: Base
Armour (hardiness) | 38 (35.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 29 |
Mental Save | 43 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 31%( 70%) |
All | + 3%( 70%) |
Lightning | + 31%( 70%) |
Light | + 23%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 12%( 70%) |
Fire | + 12%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Bleed Resistance | 35% |
Confusion Resistance | 28% |
Instadeath Resistance | 100% |
Poison Resistance | 48% |
Blind Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Constitution 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 150% efficiency and cooldown mod of 63%. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Demolition | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 green worm. * You've found the needed ice wyrm tooth. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() blazebringer's dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+4) Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +8 (+3) Travel speed: +600% (-) Damage (radius 2) on crit: +16 fire Attacks use: 2.0(-) Steam When wielded/worn: Damage (Ranged): 0(-10) fire burn Changes resistances penetration: +6% fire Global speed: +1% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Quiver | ![]() Velolaith the pouch of steel shots (14/18, 26-32 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 26.5 - 31.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +9.5% (-) Capacity: 18 (-) On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 218 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage On weapon crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% (-) Damage (Ranged): +5(-) physical / +4(-) temporal Damage (radius 1) on hit: +8(-) temporal Shots are used with slings to pummel your foes to death. |
On hands | ![]() Spellhunt Remnants (4 def, 5 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 (-) Defense: +4 (+2 eff.) (-) Changes stats: +8(-) Cun / +8(-) Wil Changes resistances penetration: +20%(-) nature Changes damage: +20%(-) nature Spell save: +10 (+5 eff.) (-) Maximum life: +80.00 (-) Mindpower: +10 (+4 eff.) (-) Mental crit. chance: +12% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Light source | ![]() alchemist's lamp 'Arusethra' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 (-) Changes resistances: +6%(-) blight Changes resistances penetration: +10%(-) mind / +8%(-) all Changes damage: +12%(-) blight Maximum life: +100.00 (-) Light radius: +6 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Dawnspawner (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) (-) Armour: +4 (-) Fatigue: +4% (-) Changes stats: +10(-) Str / +1(-) Mag / +4(-) Wil / +3(-) Cun Changes resistances: +12%(-) light / +9%(-) physical Physical save: +10 (+5 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Lightwasp (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Damage when hit (Melee): 4(-) light Changes stats: +1(-) Mag / +1(-) Cun / +2(-) Con Changes resistances: +6%(-) light / +3%(-) cold Physical save: +11 (+5 eff.) (-) Mental save: +11 (+4 eff.) (-) Vim when firing critical spell: +2.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Cindermire the dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Changes stats: +3(-) Cun / +7(-) Str Changes resistances: +3%(-) fire Critical mult.: +20.00% (-) Physical save: +9 (+4 eff.) (-) Stamina each turn: +2.00 (-) Infravision radius: +3 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Emeletta the steel ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +8 (-) Changes stats: +9(-) Str / +5(-) Con Changes resistances: +3%(-) temporal / +5%(-) blight / +6%(-) fire / +5%(-) nature / +6%(-) cold Spell save: +6 (+3 eff.) (-) Poison immunity: +13% (-) Disease immunity: +12% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Velilemira the Duathelrigor Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +0 (-8) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 darkness Changes stats: +0(-9) Str / +5 Wil / +5 Cun / +0(-5) Con Changes resistances: +24% lightning / +0%(-3%) temporal / +3% light / +0%(-5%) blight / +0%(-6%) fire / +0%(-5%) nature / +0%(-6%) cold Changes damage: +12% lightning / +9% darkness Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +7 (+2 eff.) Poison immunity: +0% (-13%) Disease immunity: +0% (-12%) Confusion immunity: +28% Mindpower: +7 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() steel amulet 'Veluratta' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Dex / +2(-) Wil Talent masteries: +0.14(-) Spell / Stone Life regen: +1.00 (-) Vim when firing critical spell: +1.00 (-) Spell crit. chance: +3% (-) Amulets make your neck look great! |
In main hand | ![]() Flashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (-) Attack speed: 100% (-) Dam. multiplier: 130% (-) Firing range: +5 (-) Travel speed: +600% (-) Attacks use: 2.0(-) Steam When wielded/worn: Damage (Ranged): 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!" Tap to cycle through comparison choices |
Around waist | ![]() Islomina the Phlegmblur Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +5%(-) lightning / +7%(-) temporal / +5%(-) arcane / +9%(-) cold Changes resistances penetration: +5%(-) nature Changes damage: +6%(-) nature Mental save: +7 (+3 eff.) (-) Life regen: +0.60 (-) Mindpower: +5 (+2 eff.) (-) Healing mod.: +10% (-) A belt that goes around your waist. |
In off hand | ![]() pulsing mindstar of venom (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8(+12.5 - +13.8) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+27) Crit. chance: +4.5% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-5) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Melee): 4 acid Damage (Ranged): 0(-10) fire burn Changes resistances: +7% acid Changes resistances penetration: +6% acid Changes damage: +5% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. Tap to cycle through comparison choices |
Cloak | ![]() Purewinnow (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 61% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 4(-) nature Changes stats: +3(-) Str / +1(-) Mag / +1(-) Wil / +1(-) Cun Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 (-) Armour: +12 (-) Defense: +14 (+7 eff.) (-) Changes stats: +8(-) Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() medical injector implant of the psychic (efficiency 119% / cooldown 52%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 119%(-31%) efficiency and cooldown mod of 52%.(-11%) Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() This item will automatically be transmogrified when you leave the level. Bumabar the gold amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Damage (Melee): 11 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 27% * 7% chance to blind Changes stats: +4 Str / +8(+5) Dex / +0(-2) Wil / +2 Con Changes damage: +8% light / +11% darkness Talent mastery: +0.00(-0.14) Spell / Stone Life regen: +0.00 (-1.00) Vim when firing critical spell: +0.00 (-1.00) Maximum vim: +20.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +4% (+1%) Amulets make your neck look great! |
![]() This item will automatically be transmogrified when you leave the level. Cyrybremina the ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-2) Crit. chance: +3.0% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-5) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-10) fire burn Changes resistances: +5% arcane Changes damage: +15% darkness / +21% temporal Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +14 (+4 eff.) Teleport immunity: +20% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +5 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Purevein (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-5) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Damage (Ranged): 0(-10) fire burn Changes resistances: +18% lightning / +15% nature Changes damage: +18% nature / +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +11% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. magelord's yew starstaff of fate (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% Attack speed: 100% (-) Dam. multiplier: 0% (-130%) Firing range: +0 (-5) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 18 arcane Damage (Ranged): 0(-10) fire burn Changes damage: +20% temporal Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +8 (+2 eff.) Maximum mana: +31.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Dagelathaldil (0 def, 13 armour, 60.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-32) Crit. chance: +0.0% (-4.5%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-4) acid Damage when hit (Melee): 10 mind Changes stats: +2 Con Changes resistances: +0%(-7%) acid / +13% physical Changes resistances penetration: +0%(-6%) acid Changes damage: +9% mind / +0%(-5%) acid Talents granted: +0(+-1) Attune Mindstar +1 Block Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-4%) Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. Corruptionwoe (19 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Armour: +2 (-10) Defense: +19 (+10 eff.) (+5 (+3 eff.)) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +0(-8) Cun Changes resistances: +6% temporal / +3% physical / +9% light / +11% all Physical save: +33 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. marauder's hardened leather armour (13 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Armour: +6 (-6) Defense: +13 (+7 eff.) (-1 (+0 eff.)) Fatigue: +8% Changes stats: +6 Str / +5 Dex / +0(-8) Cun Physical save: +13 (+6 eff.) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Frozenprophet Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Changes stats: +0(-2) Con Changes resistances: +0%(-5%) lightning / +6%(-1%) temporal / +0%(-5%) arcane / +6%(-3%) cold Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-6%) nature / +24% cold Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Life regen: +0.00 (-0.60) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Healing mod.: +0% (-10%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a temporary shield that absorbs 269 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +0% (-2%) Damage when hit (Melee): 0(-4) light Changes stats: +0(-1) Mag / +0(-1) Cun / +0(-2) Con Changes resistances: +8% fire / +0%(-6%) light / +8%(+5%) cold Physical save: +0 (+0 eff.) (-11 (-5 eff.)) Mental save: +0 (+0 eff.) (-11 (-4 eff.)) Stamina each turn: +0.60 Vim when firing critical spell: +0.00 (-2.00) Maximum stamina: +22.00 A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Frostquake (2 def, 10 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +10 (+6) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Damage when hit (Melee): 4 cold Changes stats: +4(-6) Str / +0(-1) Mag / +0(-4) Wil / +0(-3) Cun Changes resistances: +24% fire / +0%(-12%) light / +0%(-9%) physical Changes resistances penetration: +10% arcane / +20% cold Changes damage: +16% fire Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() This item will automatically be transmogrified when you leave the level. overpowered dwarven-steel torque of mindblast [power 375] (21 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-3) Cun / +0(-7) Str Changes resistances: +0%(-3%) fire Critical mult.: +0.00% (-20.00%) Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Stamina each turn: +0.00 (-2.00) Infravision radius: +0 (-3) When carried: Talent granted: +0(+-1) Dig It can be used to blast the opponent's mind dealing 375 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Major Gunn the Cornac Adventurer level 13
9th Dusk 122nd year of Ascendancy at 18:50 see stats
By Major Gunn the Cornac Adventurer level 23
9th Allure 123rd year of Ascendancy at 18:55 see stats
By Major Gunn the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 11:30 see stats
By Major Gunn the Cornac Adventurer level 20
67th Haze 122nd year of Ascendancy at 11:41 see stats
By Major Gunn the Cornac Adventurer level 7
4th Mirth 122nd year of Ascendancy at 18:11 see stats
By Major Gunn the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 01:34 see stats
By Major Gunn the Cornac Adventurer level 16
51st Haze 122nd year of Ascendancy at 11:09 see stats
Log
Burning from Nerugathra the saw horror hits Major Gunn for (2 to psi shield), 0 to psi, 1 fire (1 total damage).
Imploding (slow) from Nerugathra the saw horror hits Major Gunn for 7 to psi, 28 physical (35 total damage).
Mindrot hits Nerugathra the saw horror for 3 mind, 4 darkness (7 total damage).
Major Gunn's Rocket Pod misses Nerugathra the saw horror.
Major Gunn's mind surges with critical power!
Nerugathra the saw horror resists the knockback!
You revel in attacking a weakened foe! (+2 hate)
Major Gunn shares damage with her oozes!
Major Gunn converts some damage to Psi!
Melee retaliation hits Major Gunn for 0 to psi, 1 temporal, (3 to psi shield), 0 to psi, 2 blight, 2 to psi, 7 physical (11 total damage).
Major Gunn's Rocket Pod hits Nerugathra the saw horror for 46 fire, 18 fire, (1 to psi shield), 1 physical, 2 fire, (1 to psi shield), 1 temporal, (1 to psi shield), 2 temporal, (46 to psi shield), 69 physical (138 total damage).
Major Gunn hits Nerugathra the saw horror for 15 mind, (1 to psi shield), 1 acid, 9 arcane (25 total damage).
Major Gunn uses Infusion: Regeneration.
Major Gunn starts regenerating health quickly.
Major Gunn starts to bleed.
Major Gunn shares damage with her oozes!
Major Gunn converts some damage to Psi!
Nerugathra the saw horror's physical bleed area effect hits Bloated ooze for 79 physical damage.
Nerugathra the saw horror's physical bleed area effect hits Major Gunn for 10 to psi, 36 physical (45 total damage).
Nerugathra the saw horror's physical bleed area effect killed Bloated ooze!
Bloated ooze begins to fear you.
Major Gunn shares damage with her oozes!
Major Gunn converts some damage to Psi!
Share the Pain hits Major Gunn for 3 to psi, 10 physical (13 total damage).
Burning from Major Gunn hits Nerugathra the saw horror for 4 fire damage.
Burning Phosphorous from Major Gunn hits Nerugathra the saw horror for 12 fire damage.
Deep Wound from Major Gunn hits Nerugathra the saw horror for (16 to psi shield), 25 physical (25 total damage).
Melee retaliation hits Nerugathra the saw horror for (1 to psi shield), 2 nature, 3 light, 3 darkness (7 total damage).
Major Gunn the level 24 cornac adventurer was dissected to death by Nerugathra the saw horror on level 3 of Lake of Nur.