













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows 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 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 36 / 42% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 40 (base 20) |
| Dexterity | 52 (base 30) |
| Constitution | 82 (base 60) |
| Magic | 18 (base 20) |
| Willpower | 90.314288128414 (base 60) |
| Cunning | 99.706123483606 (base 60) |
Resources
| Life | 973/973 |
| Steam | 100/100 |
| Equilibrium | 106 |
| Psi | 180/180 |
| Healing Factor | 1.6985714285715 |
| Regeneration | 74.317391333339 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 91.53297555563 |
| See Invisible | 81.53297555563 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 64 |
| Crit Chance | 42% |
| APR | 84 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 133 |
| Accuracy | 64 |
| Crit Chance | 41% |
| APR | 65 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +60% |
| Acid | +25% |
| Light | +20% |
| Mind | +24% |
| Blight | +25% |
| Physical | +20% |
| Fire | +31% |
| All | 0% |
Offense: Damage Penetration
| Acid | +60% |
| Mind | +15% |
| Nature | +70% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 40 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 50 |
| Mental Save | 81 |
Defense: Resistances
| Acid | + 49%( 74%) |
| Physical | + 18%( 74%) |
| Cold | + 40%( 74%) |
| All | + 15%( 74%) |
| Darkness | + 26%( 74%) |
| Light | + 23%( 74%) |
| Temporal | + 25%( 74%) |
| Mind | + 39%( 74%) |
| Lightning | + 47%( 74%) |
| Fire | + 39%( 74%) |
| Nature | + 74%( 74%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Bleed Resistance | 78% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 85% |
| Poison Resistance | 98% |
| Blind Resistance | 78% |
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 261 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.70 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Ooze | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mucus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Wild Growth |
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | A flow of life spins around the target, regenerating 36.10 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 211. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 ritch stinger. * You've found the needed red crystal shard. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed skeleton mage skull. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed xorn fragment. * You've found the needed vial of fire wyrm saliva. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | stealthy pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Dex / +2 Con / +5 Lck Stealth bonus: +10 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Light of Revelation Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +20% light Light radius: +12 See stealth: +45 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Glusera (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +5 Str / +6 Dex / +2 Wil / +13 Cun / +4 Con Grants telepathy: Dragon Mental save: +15 (+3 eff.) A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | dwarven-steel pickaxe 'Eilinetira' (dig speed 7 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% physical / +7% darkness / +6% light Changes damage: +8% mind / +6% fire Damage affinity(heal): +15% darkness Critical mult.: +10.00% Mental save: +7 (+1 eff.) Pinning immunity: +5% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Kindlesorrow the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Str / +1 Cun / +5 Con Changes resistances: +3% light Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+1 eff.) Stun/Freeze immunity: +35% Life regen: +5.80 Maximum life: +65.00 Healing mod.: +12% Rings can have magical properties. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 43 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | ChoragenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes stats: +3 Wil / +3 Con Changes resistances: +19% fire / +3% nature / +22% cold Changes resistances cap: +4% all Physical save: +15 (+3 eff.) Life regen: +1.40 Maximum life: +34.00 Mental crit. chance: +4% Amulets can have magical properties. |
| In main hand | Eroleg (19.5-21.45 power, 72 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 19.5 - 21.5 Uses stats: 86% Wil, 48% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +72 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +4 Changes damage: +15% physical Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +15 (+3 eff.) Hate per kill: +4.00 Psi per kill: +4.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% It can be used to inflict 166.41 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. 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. |
| Around waist | Beluvena the Emblem of Evasion |
| In off hand | Eye of the Lost (17-18.7 power, 53 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +53 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +6 Cun / +13 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+5 eff.) Mindpower: +19 (+5 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 23 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
| Cloak | Elibeth the elven-silk cloak (16 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+5 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +30% lightning / +12% temporal / +3% mind / +6% darkness Physical save: +13 (+3 eff.) Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
medical injector implant of the psychic (efficiency 179% / cooldown 55%)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 179% efficiency and cooldown mod of 55%. 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.. |
medical injector implant of the titan (efficiency 163% / cooldown 51%)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 163% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 12)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: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 8)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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the titan (heal 649 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 649 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 25%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
EluselaithCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +8 Dex / +5 Wil / +5 Cun / +7 Lck Trap disarming bonus: +11 Stealth bonus: +10 Life regen: +0.80 Maximum stamina: +25.00 Infravision radius: +5 Healing mod.: +10% A belt that goes around your waist. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+3 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 177.49 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+7 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it, costing 89 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
hardened leather cap 'Brightwhisper' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% blight / +8% cold Changes resistances penetration: +20% blight Changes damage: +21% blight / +21% fire Allows you to breathe in: water A cap made of leather. |
thaloren hardened leather hat of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +6% blight / +13% cold Allows you to breathe in: water Mental save: +7 (+1 eff.) A hat made of leather. Very stylish. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 89 power out of 100/100. The very essence of bearness! |
438 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltworm (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Wil / +4 Cun / +2 Con Changes damage: +12% mind / +9% lightning Mental crit. chance: +4% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (143 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Light radius: +2 Healing mod.: +12% 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 2.4 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered 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), costing 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. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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, costing 180 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. |
Transmogrification ChestPowered 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), costing 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. |
telekinetic iron torque of psychoportation [power 22] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 22), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 23 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Blink the Dwarf Oozemancer level 34
6th Voratun 123rd year of Ascendancy at 07:48 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Blink the Dwarf Oozemancer level 19
18th Loss 122nd year of Ascendancy at 04:54 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Blink the Dwarf Oozemancer level 33
2nd Voratun 123rd year of Ascendancy at 19:59 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Blink the Dwarf Oozemancer level 15
18th Dearth 122nd year of Ascendancy at 08:59 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Blink the Dwarf Oozemancer level 28
44th Steel 123rd year of Ascendancy at 16:52 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Blink the Dwarf Oozemancer level 29
3rd Stralite 123rd year of Ascendancy at 13:19 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Blink the Dwarf Oozemancer level 24
15th Iron 123rd year of Ascendancy at 17:28 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Blink the Dwarf Oozemancer level 34
18th Voratun 123rd year of Ascendancy at 10:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Blink the Dwarf Oozemancer level 16
40th Dearth 122nd year of Ascendancy at 18:18 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blink the Dwarf Oozemancer level 15
22nd Dearth 122nd year of Ascendancy at 13:26 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Blink the Dwarf Oozemancer level 26
18th Iron 123rd year of Ascendancy at 15:22 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blink the Dwarf Oozemancer level 19
18th Loss 122nd year of Ascendancy at 07:28 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Blink the Dwarf Oozemancer level 30
16th Stralite 123rd year of Ascendancy at 10:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Blink the Dwarf Oozemancer level 10
22nd Profit 122nd year of Ascendancy at 21:17 see stats
Level 20 (Roguelike)
Got a character to level 20.By Blink the Dwarf Oozemancer level 18
17th Loss 122nd year of Ascendancy at 15:07 see stats
Level 30 (Roguelike)
Got a character to level 30.By Blink the Dwarf Oozemancer level 30
10th Stralite 123rd year of Ascendancy at 09:58 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Blink the Dwarf Oozemancer level 34
10th Voratun 123rd year of Ascendancy at 20:55 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Blink the Dwarf Oozemancer level 27
18th Steel 123rd year of Ascendancy at 21:17 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Blink the Dwarf Oozemancer level 27
1st Steel 123rd year of Ascendancy at 14:25 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Blink the Dwarf Oozemancer level 19
3rd Shortage 122nd year of Ascendancy at 10:38 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Blink the Dwarf Oozemancer level 25
17th Iron 123rd year of Ascendancy at 16:05 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Blink the Dwarf Oozemancer level 5
19th Voratun 122nd year of Ascendancy at 11:57 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Blink the Dwarf Oozemancer level 19
18th Loss 122nd year of Ascendancy at 04:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Blink the Dwarf Oozemancer level 13
45th Profit 122nd year of Ascendancy at 23:59 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Blink the Dwarf Oozemancer level 19
18th Loss 122nd year of Ascendancy at 04:54 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Blink the Dwarf Oozemancer level 23
26th Shortage 122nd year of Ascendancy at 12:11 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Blink the Dwarf Oozemancer level 23
25th Shortage 122nd year of Ascendancy at 22:06 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Blink the Dwarf Oozemancer level 25
16th Iron 123rd year of Ascendancy at 07:00 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Blink the Dwarf Oozemancer level 18
16th Loss 122nd year of Ascendancy at 05:13 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Blink the Dwarf Oozemancer level 33
2nd Voratun 123rd year of Ascendancy at 16:06 see stats
Log
You gain 16.82 gold from the melting of Pitchsun of the Blightspawn (5 def, 4 armour).
You gain 23.03 gold from the melting of Aleyandil (2 def, 0 armour).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 20.29 gold from the melting of Salenor the mossy mindstar (2.5-2.75 power, 12 apr, mind damage).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.77 gold from the melting of chilling dwarven-steel dagger of corruption (19.5-25.35 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 25.00 gold from the melting of Xodawen the dwarven-steel dagger (19.5-25.35 power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 15.00 gold from the melting of Spelldrinker (27-35.1 power, 8 apr).
You gain 25.00 gold from the melting of gold amulet 'Loryrig'.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 8.00 gold from the melting of schematic: White Light Emitter.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 7.50 gold from the melting of schematic: Viral Needlegun.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Mental Stimulator.
You gain 1.36 gold from the melting of acid wave rune (64 acid damage; disarm 5 turns with power 21).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.00 gold from the melting of wild infusion (resist 16%; cure magical, physical).
Saving game...
Saving done.
Blink deactivates Antimagic Shield.
Blink deactivates Psiblades.
Blink stops regenerating health quickly.
Blink deactivates Acidic Soil.
Blink deactivates Wild Growth.
The skin of Blink starts dripping acid.
Blink deactivates Mitosis.
Blink deactivates Unstoppable Nature.
















































































































