









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | 39 / 53% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 55 (base 12) |
Dexterity | 95 (base 50) |
Constitution | 62 (base 12) |
Magic | 68 (base 53) |
Willpower | 36 (base 12) |
Cunning | 90 (base 53) |
Resources
Mana | 288/288 |
Psi | 126/126 |
Life | 1135/1135 |
Steam | 100/100 |
Stamina | 269/269 |
Insanity | 89/100 |
Healing Factor | 1.4898029716162 |
Regeneration | 31.06251769305 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 12 |
See Stealth | 83.812433091029 |
See Invisible | 102.81243309103 |
Offense: Barehand
Damage | 96 |
Accuracy | 84 |
Crit Chance | 68% |
APR | 9 |
Speed | 0.73 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Blight | +14% |
Arcane | +6% |
Mind | +12% |
All | 0% |
Darkness | +14% |
Light | +22% |
Temporal | +12% |
Physical | +14% |
Cold | +12% |
Fire | +18% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +25% |
Light | +10% |
Blight | +30% |
Physical | +87% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 65 (100%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 45 |
Mental Save | 48 |
Defense: Resistances
Acid | + 35%( 70%) |
Physical | + 53%( 70%) |
Mind | + 29%( 70%) |
All | + 24%( 70%) |
Darkness | + 34%( 70%) |
Light | + 32%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 35%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 32% |
Teleport Resistance | 100% |
Blind Resistance | 10% |
Silence Resistance | 27% |
Disarm Resistance | 31% |
Pinning Resistance | 53% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 450 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Pugilism | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Crystalline Focus |
talent | Striking Stance |
talent | Arcane Combat |
talent | Premonition |
talent | Chant of Fortress |
talent | Beyond the Flesh |
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 |
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 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+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 Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | 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 fire 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 girl | 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 Possessed. | 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 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: 82. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed mummified bone. * You've found the needed orc heart. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 109% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 57% * splashes acid on your target dealing 52 damage and reducing their armor On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +17% When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +13.0% Damage when hit (Melee): 4 temporal Changes stats: +3 Dex Changes resistances: +9% nature Combat speed: +10% Massive two-handed battleaxes. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Damage when hit (Melee): 22 fire Changes stats: +8 Con Changes resistances: +8% fire Changes resistances penetration: +25% lightning / +25% physical Changes damage: +16% light / +12% cold Critical mult.: +15.00% Only die when reaching: -80.00 life Light radius: +8 See stealth: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 arcane Changes stats: +7 Str / +7 Dex Changes resistances: +6% fire Changes damage: +12% fire / +6% arcane / +12% temporal Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 400.0 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Defense: +5 (+1 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes stats: +10 Str / +3 Wil Changes resistances: +6% mind / +2% physical Changes damage: +7% mind / +6% fire Mental save: +9 (+3 eff.) Blindness immunity: +10% Teleport immunity: +10% Mental crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +7 Dex Life regen: +13.00 Maximum life: +68.00 Healing mod.: +15% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Wil / +10 Cun Changes resistances penetration: +10% light Changes damage: +6% light Disarm immunity: +31% Pinning immunity: +38% Knockback immunity: +20% Maximum life: +29.00 Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +4 Str / +7 Dex / +5 Mag / +5 Cun / +8 Lck Changes resistances: +10% light / +13% darkness Trap disarming bonus: +25 Stealth bonus: +12 Maximum encumbrance: +34 Infravision radius: +5 See invisible: +3 A belt that goes around your waist. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +11 Armour Hardiness: +20% Defense: +12 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 52.12 to 65.15 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
On feet | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Changes stats: +4 Con / +7 Wil Changes resistances penetration: +7% physical Physical save: +9 (+3 eff.) Silence immunity: +27% Confusion immunity: +22% Pinning immunity: +15% Stun/Freeze immunity: +31% Knockback immunity: +15% Teleport immunity: +100% Spellpower: +6 (+2 eff.) Mindpower: +12 (+4 eff.) Light radius: +2 See invisible: +12 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
On hands | ![]() Requires: - Level 25 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +20 Armour Hardiness: +10% Damage (Melee): 9 acid / 9 fire / 9 lightning / 9 cold Damage when hit (Melee): 10 blight Changes stats: +4 Str / +5 Dex / +5 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +12% physical Changes resistances penetration: +20% blight Talent cooldown: Double Strike (-1 turn) Talent granted: +3 Spring Grapple Physical save: +12 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Damage Shield penetration: +20% When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 36% Wil, 76% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 125% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +15 ice / +14 fire / +29 lightning / +19 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% * 20% chance to reduce damage dealt by 24% Changes stats: +2 Str Changes resistances: +30% lightning Changes damage: +3% nature Physical save: +13 (+4 eff.) Spell save: +17 (+6 eff.) Mental save: +16 (+5 eff.) Stun/Freeze immunity: +50% Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +2 Wil / +6 Cun Changes resistances: +9% nature Changes resistances penetration: +10% blight Life regen: +3.00 See invisible: +12 Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +10 Dex / +8 Wil / +18 Cun Changes resistances: +9% lightning / +9% temporal / +49% nature / +3% darkness Changes damage: +20% nature Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
![]() voratun ring 'Winterdream' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +7 Cun / +5 Mag Changes resistances: +6% temporal / +21% cold Changes damage: +9% blight / +9% cold Disarm immunity: +42% Pinning immunity: +42% Knockback immunity: +50% Mana each turn: +0.12 Maximum life: +47.00 Rings make your fingers look great! |
![]() acidic stralite dagger of erosion (26-33 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 46% Wil, 46% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Damage (Melee): +9 nature Sharp, short and deadly. |
![]() truestriking voratun dagger of massacre (52-68 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 46% Wil, 46% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +13% physical Sharp, short and deadly. |
![]() flaming stralite longsword of amnesia (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 91% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +13 fire Sharp, long, and deadly. |
![]() enhanced voratun waraxe of massacre (50-71 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 50.5 - 70.7 Uses stat: 91% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +12 Dex / +10 Mag / +10 Wil / +11 Cun / +13 Con One-handed war axes. |
![]() stormbringer's dwarven-steel waraxe of massacre (30-41 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stat: 91% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +29 lightning / +29 cold When wielded/worn: Changes resistances penetration: +14% lightning / +13% cold Movement speed: +38% One-handed war axes. |
![]() Woeobsidian (37 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +37 (+7 eff.) Fatigue: -7% Changes resistances: +9% light / +23% darkness Changes resistances penetration: +29% darkness Blindness immunity: +20% Silence immunity: +23% Life regen: +4.58 Vim when firing critical spell: +2.29 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of drakeskin leather boots of phasing (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag / +4 Wil It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() alchemist's voratun gauntlets of spellstriking (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 7 acid / 10 lightning / 8 fire / 15 arcane / 8 cold Changes stats: +11 Mag / +12 Wil Changes resistances: +9% arcane Changes damage: +9% arcane Spellpower: +12 (+3 eff.) When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 36% Wil, 76% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +18 ice / +16 lightning / +27 fire / +11 arcane / +23 acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() bladed drakeskin leather hat of constitution (+12) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +7 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 400.0 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() miner's voratun helm of the depths (0 def, 9 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes resistances: +23% cold Allows you to breathe in: water Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() hardened steel mail armour (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +9% acid / +9% physical / +8% cold / +7% lightning / +7% fire A suit of armour made of mail. |
![]() duelist's drakeskin leather armour of stability (28 def, 16 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +28 (+5 eff.) Fatigue: +8% Changes stats: +8 Cun / +7 Dex Changes resistances: +10% physical Physical save: +25 (+7 eff.) A suit of armour made of leather. |
![]() spellwoven mummy wrappings of fire (+8%) (5 def, 2 armour) Powered by arcane forces Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +4 Mag Changes resistances: +8% fire Changes damage: +22% fire / +15% cold / +15% darkness / +15% arcane Spell save: +27 (+9 eff.) Spellpower: +14 (+4 eff.) Spell crit. chance: +5% Decaying mummy wrappings. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Wil Changes resistances penetration: +25% light Changes damage: +15% mind Mental save: +9 (+3 eff.) Maximum hate: +10.00 Lowers spell cool-downs by: 10% Mindpower: +20 (+6 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 0.00 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. |
![]() 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. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rockytentaculat the Cornac Adventurer level 38
4th Allure 123rd year of Ascendancy at 08:22 see stats
By Rockytentaculat the Cornac Adventurer level 38
2nd Allure 123rd year of Ascendancy at 15:00 see stats
By Rockytentaculat the Cornac Adventurer level 30
69th Haze 122nd year of Ascendancy at 14:28 see stats
By Rockytentaculat the Cornac Adventurer level 30
73rd Haze 122nd year of Ascendancy at 13:33 see stats
By Rockytentaculat the Cornac Adventurer level 34
10th Decay 122nd year of Ascendancy at 03:20 see stats
By Rockytentaculat the Cornac Adventurer level 23
69th Dusk 122nd year of Ascendancy at 14:40 see stats
By Rockytentaculat the Cornac Adventurer level 23
63rd Dusk 122nd year of Ascendancy at 18:46 see stats
By Rockytentaculat the Cornac Adventurer level 37
1st Allure 123rd year of Ascendancy at 07:33 see stats
By Rockytentaculat the Cornac Adventurer level 21
53rd Dusk 122nd year of Ascendancy at 07:22 see stats
By Rockytentaculat the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 21:42 see stats
By Rockytentaculat the Cornac Adventurer level 20
44th Dusk 122nd year of Ascendancy at 19:27 see stats
By Rockytentaculat the Cornac Adventurer level 30
57th Haze 122nd year of Ascendancy at 15:59 see stats
By Rockytentaculat the Cornac Adventurer level 28
9th Haze 122nd year of Ascendancy at 12:11 see stats
By Rockytentaculat the Cornac Adventurer level 28
77th Dusk 122nd year of Ascendancy at 17:22 see stats
By Rockytentaculat the Cornac Adventurer level 29
57th Haze 122nd year of Ascendancy at 00:21 see stats
By Rockytentaculat the Cornac Adventurer level 7
77th Pyre 122nd year of Ascendancy at 10:52 see stats
By Rockytentaculat the Cornac Adventurer level 12
8th Dusk 122nd year of Ascendancy at 13:09 see stats
By Rockytentaculat the Cornac Adventurer level 18
43rd Dusk 122nd year of Ascendancy at 03:21 see stats
By Rockytentaculat the Cornac Adventurer level 24
71st Dusk 122nd year of Ascendancy at 16:17 see stats
By Rockytentaculat the Cornac Adventurer level 17
37th Dusk 122nd year of Ascendancy at 21:23 see stats
By Rockytentaculat the Cornac Adventurer level 37
2nd Allure 123rd year of Ascendancy at 13:01 see stats
Log
Rockytentaculat's Earthen Missiles hits Beluda the skeleton archer for 64 physical, 17 physical (82 total damage).
Beluda the skeleton archer fails to use Re-assemble.
Rockytentaculat's Beyond the Flesh performs a melee critical strike against Beluda the skeleton archer!
Beluda the skeleton archer is weakened by the darkness!
Rockytentaculat casts Earthen Missiles.
Rockytentaculat's spell attains critical power!
Rockytentaculat's tinker attains critical power!
Beluda the skeleton archer is corroded.
Rockytentaculat's Beyond the Flesh performs a melee critical strike against Beluda the skeleton archer!
Talent Double Strike is ready to use.
Rockytentaculat receives 90 healing from Blood Splash.
Rockytentaculat's Beyond the Flesh hits Beluda the skeleton archer for 163 physical, 7 lightning, 2 fire, 2 acid, 5 cold, 40 arcane, 50 acid (270 total damage).
Melee retaliation hits Rockytentaculat for (3 flat reduction), 0 arcane, (14 flat reduction), 0 fire, (14 flat reduction), 0 fire (0 total damage).
Rockytentaculat prepares for the next kill!
Rockytentaculat's Beyond the Flesh killed Beluda the skeleton archer!
Beluda the skeleton archer's Body of Fire hits Rockytentaculat for (31 flat reduction), 25 fire (25 total damage).
You pickup 0.70 gold pieces.
Rockytentaculat picks up (r.): 77 alchemist agate.
Rockytentaculat picks up (d.): voratun ring 'Winterdream'.
Resting starts...
Rockytentaculat slows down.
Talent Spinning Backhand is ready to use.
The protective shield of Rockytentaculat disappears.
Rockytentaculat isn't moving as defensively anymore.
Talent Axe Kick is ready to use.
Talent Track is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).