















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. 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 | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 28 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Salulevena the armoured skeleton warrior at level 28 on the 28th Regrowth 123rd year of Ascendancy at 09:38 3 / 4Killed by Blinking Three-Guns at level 28 on the 33rd Regrowth 123rd year of Ascendancy at 07:42 Killed by Poryta the cave troll at level 28 on the 33rd Regrowth 123rd year of Ascendancy at 13:54 Killed by Blinking Three-Guns at level 28 on the 33rd Regrowth 123rd year of Ascendancy at 13:58 |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 66 (base 28) |
| Constitution | 29 (base 12) |
| Magic | 51 (base 35) |
| Willpower | 30 (base 12) |
| Cunning | 117 (base 60) |
Resources
| Mana | 407/407 |
| Psi | 120/120 |
| Life | 654/654 |
| Steam | 100/100 |
| Stamina | 256/256 |
| Paradox | 300 |
| Healing Factor | 1.243216080402 |
| Regeneration | 1.5540201005025 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -56.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 47.715056002026 |
| See Invisible | 53.715056002026 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 67 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 67 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Acid | +20% |
| Mind | +18% |
| Blight | +12% |
| Physical | +26% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +5% |
| Arcane | +5% |
| Mind | +5% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 45 (35.629139072848%) |
| Defense | 42 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 28 |
| Mental Save | 52 |
Defense: Resistances
| Darkness | + 18%( 70%) |
| Lightning | + 30%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 382 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 501 damage for 4 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Archery training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunner training | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Beyond the Flesh |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You 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 lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)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 improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: 32. | 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. | 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 has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 pouch of faeros ash. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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
| Psionic focus | dwarven-steel steamgun 'Poromira' Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 20 arcane resource burn * splashes acid on your target dealing 45 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes resistances: +9% darkness Mental save: +6 (+2 eff.) Poison immunity: +20% Disease immunity: +5% Disarm immunity: +25% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | Umbramalice (24/24, 27-32.4 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 24 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +16 blight Burst (radius 2) on crit: +24 darkness When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| On hands | hardened leather gloves 'Dourrot' (0 def, 10 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Physical power: +8 (+2 eff.) Armour: +10 Damage (Melee): 9 physical Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +5 Dex / +4 Cun Changes resistances: +9% darkness Changes damage: +6% physical Talent granted: +3 Iron Grip Disarm immunity: +80% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | InfernotitanCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Wil Changes damage: +3% fire Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Tyduradin the hardened leather hat (7 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +3 Defense: +7 (+3 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes stats: +3 Str / +9 Cun / +3 Con Changes resistances: +10% cold Changes resistances penetration: +5% blight Changes damage: +12% blight Allows you to breathe in: water Mental save: +3 (+1 eff.) A hat made of leather. Very stylish. |
| On feet | Arthularak the pair of hardened leather boots (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: +9 Cun Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +26 Physical save: +8 (+4 eff.) Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 A pair of boots made of leather. |
| Tool | 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 (+3 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 11 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. |
| On fingers | gold ring 'Velawe'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Fatigue: -8% Changes stats: +6 Str / +7 Dex / +8 Cun / +4 Con See invisible: +6 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 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 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 28 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 | gold amulet 'Silowyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Changes stats: +9 Dex / +7 Mag / +8 Cun / +6 Con Life regen: +0.60 Stamina each turn: +0.80 Infravision radius: +3 Movement speed: +10% Amulets can have magical properties. |
| In main hand | psychic's dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * splashes acid on your target dealing 51 damage and reducing their armor Travel speed: +600% Damage (Ranged): +9 mind Damage conversion: 26% temporal Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +12% mind Mindpower: +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Chamykath'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Changes stats: +4 Str / +4 Dex / +4 Cun / +3 Con / +6 Lck Changes resistances penetration: +10% acid / +5% mind Changes damage: +9% acid Critical mult.: +10.00% Trap disarming bonus: +6 Stealth bonus: +7 Physical save: +7 (+4 eff.) Infravision radius: +3 Size category: +1 It can be used to create a temporary shield that absorbs 239 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Armygolathaldir the Unlightglory Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to inflict 15% damage reduction * splashes acid on your target dealing 45 damage and reducing their armor Travel speed: +600% Damage (Ranged): +10 lightning / +9 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +15% darkness / +5% arcane Changes damage: +15% lightning / +11% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Velewe the cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +9 Mag / +10 Wil / +2 Cun / +1 Con Changes resistances: +30% lightning Changes damage: +6% mind Spell save: +8 (+4 eff.) Stun/Freeze immunity: +50% Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum mana: +45.00 Spell crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glorurelaith the cured leather armour (6 def, 16 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +16 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 30 physical Changes stats: +6 Dex Changes damage: +15% physical Life regen: +0.40 Stamina each turn: +0.80 Movement speed: +20% Healing mod.: +10% A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 146% / cooldown 98%)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 146% efficiency and cooldown mod of 98%. 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.. |
This item will automatically be transmogrified when you leave the level.steam generator implant (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: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the warrior (heal 365 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 365 life over 5 turns. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level.schematic: Deflection Field 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. |
Oletodir the DuskwishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Con Changes resistances: +5% arcane Changes resistances penetration: +5% darkness Physical save: +9 (+5 eff.) Stun/Freeze immunity: +10% Amulets can have magical properties. |
copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe 'Amotir' (32-48 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour by 30% * Slows global speed by 20% * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+4 eff.) Changes resistances: +12% acid / +3% blight Changes resistances penetration: +10% acid Disarm immunity: +43% Life regen: +0.70 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.iron greatmaul 'Grinatothel' (15.5-23.25 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 mind Burst (radius 2) on crit: +4 mind / +8 temporal When wielded/worn: Armour penetration: +7 Physical crit. chance: +10.0% Changes resistances: +3% temporal Changes resistances penetration: +15% mind Critical mult.: +17.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of massacre (43-68.8 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron longsword of massacre (17-23.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.short yew starstaff of projection (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +11 (+5 eff.) Spell crit. chance: +5% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 39.14 to 46.97 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamgun 'Dagodunandur'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 9 manaburn arcane Changes stats: +4 Dex / +2 Mag / +5 Wil Changes resistances: +6% lightning / +12% fire Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +7 (+2 eff.) Light radius: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning / +0% cold / +0% nature Stun/Freeze immunity: +0% Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Loamwasp' (2 def, 16 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +16 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature Changes resistances: +0% lightning / +25% cold / +15% darkness Changes resistances penetration: +10% darkness / +5% arcane Changes damage: +9% arcane / +6% nature / +9% darkness Stealth bonus: +11 Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of lightning (+18%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +5 Mag Changes resistances: +18% lightning Changes damage: +12% lightning Mana each turn: +0.10 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (109 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (182 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Emubeth the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Changes stats: +3 Dex / +4 Cun Changes resistances penetration: +10% mind Mental save: +30 (+9 eff.) Disarm immunity: +0% Mental crit. chance: +4% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +30 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Islulewyn the linen wizard hat (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +0 Cun / +2 Con Changes resistances: +15% darkness Changes damage: +10% darkness / +12% acid Mental save: +0 (+0 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Emelana (20/20, 23.5-32.9 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.5 - 32.9 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Damage (Ranged): +12 mind Burst (radius 1) on hit: +40 mind Burst (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
127 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. |
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. |
4 aquamarine0.00 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
iron pickaxe 'Dagosus' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +12% light / +6% cold Blindness immunity: +10% Cut immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Recall (1/1)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 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. |
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. |
barbed pouch of stralite shots (22/22, 42-50.4 power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
hateful pouch of dwarven-steel shots of erosion (21/21, 34-40.8 power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 Damage (Ranged): +8 temporal / +11 darkness / +5 nature Damage against: +6% Living When wielded/worn: Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots of purging (44/44, 29.5-35.4 power, 3 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 44 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +8 nature When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Cyronne' (14/16, 18-21.6 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stat: 120% Cun Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 20% chance to corrode armour by 30% Damage (Ranged): +12 acid / +7 light / +24 arcane Burst (radius 2) on crit: +8 arcane / +8 acid Damage against: +9% Undead Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
This item will automatically be transmogrified when you leave the level.Glittercast [power 29] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% cold Changes damage: +12% light Mental save: +9 (+3 eff.) It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Blinking Three-Guns the Skeleton Adventurer level 18
24th Dusk 122nd year of Ascendancy at 00:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Blinking Three-Guns the Skeleton Adventurer level 22
63rd Dusk 122nd year of Ascendancy at 22:13 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Blinking Three-Guns the Skeleton Adventurer level 20
32nd Dusk 122nd year of Ascendancy at 18:52 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blinking Three-Guns the Skeleton Adventurer level 24
35th Haze 122nd year of Ascendancy at 22:38 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blinking Three-Guns the Skeleton Adventurer level 22
36th Dusk 122nd year of Ascendancy at 22:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Blinking Three-Guns the Skeleton Adventurer level 10
5th Flare 122nd year of Ascendancy at 13:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Blinking Three-Guns the Skeleton Adventurer level 20
31st Dusk 122nd year of Ascendancy at 13:15 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Blinking Three-Guns the Skeleton Adventurer level 22
69th Dusk 122nd year of Ascendancy at 06:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Blinking Three-Guns the Skeleton Adventurer level 28
28th Regrowth 123rd year of Ascendancy at 00:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Blinking Three-Guns the Skeleton Adventurer level 5
6th Mirth 122nd year of Ascendancy at 13:29 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Blinking Three-Guns the Skeleton Adventurer level 26
4th Regrowth 123rd year of Ascendancy at 12:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Blinking Three-Guns the Skeleton Adventurer level 8
1st Summertide 122nd year of Ascendancy at 17:43 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Blinking Three-Guns the Skeleton Adventurer level 26
3rd Regrowth 123rd year of Ascendancy at 19:23 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Blinking Three-Guns the Skeleton Adventurer level 20
32nd Dusk 122nd year of Ascendancy at 14:22 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Blinking Three-Guns the Skeleton Adventurer level 14
16th Dusk 122nd year of Ascendancy at 19:19 see stats
Log
Talent Steady Shot is ready to use.
Blinking Three-Guns shoots!
Blinking Three-Guns is recovering from the damage!
Blinking Three-Guns is pinned to the ground.
Poryta the cave troll's Pin Down hits Blinking Three-Guns for 247 physical, 14 light, 3 physical (263 total damage).
Incendiary Ammunition hits Blinking Three-Guns for 61 fire damage.
Poryta the cave troll uses Headshot.
Poryta the cave troll's Headshot hits Blinking Three-Guns for 522 physical damage.
Blinking Three-Guns the level 28 skeleton adventurer was stabbed to death by Poryta the cave troll on level 1 of Daikara.
You have 3 life(s) left.
Blinking Three-Guns deactivates Beyond the Flesh.
Blinking Three-Guns deactivates Arcane Shield.
Blinking Three-Guns deactivates Shielding.
Blinking Three-Guns deactivates Agile Gunner.
Blinking Three-Guns has finished recovering.
Blinking Three-Guns deactivates Crippling Poison.
Blinking Three-Guns deactivates Numbing Poison.
Blinking Three-Guns deactivates Apply Poison.
Blinking Three-Guns deactivates Chant of Fortress.
Blinking Three-Guns is no longer pinned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Poryta the cave troll's Headshot killed Blinking Three-Guns!
Blinking Three-Guns activates Beyond the Flesh.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...







































































































