















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Select your Escorts 1.6.0Allows 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. Ignore Race/Class Locks 1.1.0Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official Expansion!No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Forbidden Cults 1.6.7Official 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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Enchanter |
| Level / Exp | 15 / 46% |
| Size | big |
| Lifes / Deaths | Killed by patchwork troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 23:24 / 9Killed by patchwork troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 23:57 Killed by patchwork troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 00:39 Killed by patchwork troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 01:14 Killed by flame turret at level 9 on the 1st Summertide 122nd year of Ascendancy at 12:19 Killed by Ethot the Bringer of Doom at level 9 on the 1st Summertide 122nd year of Ascendancy at 13:39 Killed by steamgun turret at level 9 on the 1st Summertide 122nd year of Ascendancy at 14:48 Killed by Shardskin at level 10 on the 2nd Summertide 122nd year of Ascendancy at 15:08 Killed by Naduarry the human at level 11 on the 2nd Flare 122nd year of Ascendancy at 03:51 |
Primary Stats
| Strength | 29 (base 18) |
| Dexterity | 18 (base 10) |
| Constitution | 35 (base 25) |
| Magic | 53 (base 41) |
| Willpower | 21 (base 15) |
| Cunning | 22 (base 10) |
Resources
| Life | 375/375 |
| Mana | 143/143 |
| Stamina | 200/200 |
| Healing Factor | 1.5129268292683 |
| Regeneration | 9.4557926829266 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 50 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 0.95 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 51 |
| Crit Chance | 13% |
| APR | 11 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +6% |
| Nature | +8% |
| Blight | +6% |
| Physical | +8% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 51.65 (93.818181818182%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 7 |
| Physical Save | 44 |
| Spell Save | 36 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 31%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 13%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Stun Resistance | 7% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 7% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (82 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Advanced martial enchantments | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Inanimation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Disenchantment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ordered hedgemagic | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Spell / Mana alchemy | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Force | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shock Hands |
| talent | Shield Guardian |
| talent | Shielding |
| talent | Fiery Hands |
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 failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +0% Physical save: +3 (+1 eff.) Knockback immunity: +7% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Betygavea the DayjeerPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 10 fire Changes resistances: +6% fire / +6% light / +3% darkness Changes resistances penetration: +5% mind Changes damage: +6% light Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Aresevea' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +0% Changes stats: +4 Cun / +3 Con Physical save: +3 (+1 eff.) Stun/Freeze immunity: +7% Psi when hit: +0.24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's hardened leather gloves of the juggernaut (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Armour Hardiness: +7% Changes stats: +7 Con Changes resistances: +5% physical Physical save: +10 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 129.55 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | savior's steel amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes damage: +6% blight / +5% fire Critical mult.: +11.00% Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +12 (+6 eff.) Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
| In main hand | Crooked Club (25-35 power, 4 apr)Requires: - Strength 12 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 5% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 105% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +5 light / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | hardened leather belt 'Snowzeal'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +17 Defense: +7 (+5 eff.) Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +15% cold Physical save: +12 (+4 eff.) Spell save: +9 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 5 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit mult (max 40%) Accuracy: +10 Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 20.37 to 61.12 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Bleakrend' (3 def, 8 armour)Requires: - Heavy armour training - Strength 17 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +2 Wil Changes resistances: +11% blight / +19% cold / +15% darkness / +1% physical Reduce damage by fixed amount: +3 all Physical save: +3 (+1 eff.) Life regen: +3.00 Maximum life: +20.00 Maximum stamina: +30.00 Light radius: +2 Healing mod.: +13% A suit of armour made of mail. |
Inventory
magic missile rune of the wizard (114 arcane damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 114 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. 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. |
shatter afflictions rune (absorb 30; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 30 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. 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. |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
elm magestaff of might (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +8 Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel greatmaul of phasing (42-63 power, 16 apr)Requires: - Strength 16 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +16 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Damage Shield penetration (this weapon only): +21% Massive two-handed mauls. |
flaming steel steamsaw of phasing (12-18 power, 8 apr)Requires: - Strength 6 - Talent Steam Pool Powered by arcane forces Powered by steamtech Enchantment: Weapon 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 12.0 - 18.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Enchant Weapon Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage Shield penetration (this weapon only): +11% Damage (radius 1) on hit: +5 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
windwalling steel steamsaw (13.5-20.25 power, 0 apr)Requires: - Strength 6 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech Enchantment: Weapon 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Enchant Weapon Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Crit. chance: +2.0% Attack speed: 100% Block value: +26 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +1 Wil Changes resistances: +10% physical Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +18 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enhanced steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +4 Dex / +4 Mag / +3 Wil / +5 Cun / +5 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic steel steamgun of true flightRequires: - Dexterity 6 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech Enchantment: Weapon 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Enchant Weapon Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +6 Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Changes stats: +1 Mag Changes damage: +6% arcane Spellpower: +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
high-capacity quiver of elm arrows of wind (51/51, 13-18.2 power, 5 apr)Requires: - Dexterity 1 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 51 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage Travel speed: +200% When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
high-capacity pouch of steel shots of daylight (40/40, 17-20.4 power, 2 apr)Requires: - Dexterity 6 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 40 Damage (Ranged): +7 light Damage against: +11% Undead When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Lisayara' (17/17, 41-49.2 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 17 On weapon hit: * 20% chance to reduce armor by 31% On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 acid / +16 mind Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +4 acid Shots are used with slings to pummel your foes to death. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +2 Str Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
4 agate0.00 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 When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 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 When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
2 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 When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
4 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) 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. |
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 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
shocking steel shield of resilience (0 def, 4 armour, 39 block)Requires: - Shield usage training - Strength 5 Powered by arcane forces Infused by nature Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Ranged Defense: +7 (+5 eff.) Fatigue: +3% Damage (Melee): 10 lightning Damage when hit (Melee): 3 lightning Reduce damage by fixed amount: +0 all Talent granted: +1 Block Physical save: +3 (+1 eff.) Maximum life: +45.00 Handheld deflection devices. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Bo the Cornac Enchanter level 9
1st Summertide 122nd year of Ascendancy at 15:25 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Bo the Cornac Enchanter level 10
1st Summertide 122nd year of Ascendancy at 21:55 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Bo the Cornac Enchanter level 15
25th Dusk 122nd year of Ascendancy at 16:49 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Bo the Cornac Enchanter level 8
3rd Mirth 122nd year of Ascendancy at 13:12 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Bo the Cornac Enchanter level 8
7th Mirth 122nd year of Ascendancy at 00:03 see stats
Log
Today is the 43rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Bo deactivates Shock Hands.
Bo activates Shock Hands.
Bo deactivates Shield Guardian.
Bo activates Shield Guardian.
Bo deactivates Shielding.
Bo activates Shielding.
Bo deactivates Fiery Hands.
Bo activates Fiery Hands.
Today is the 44th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
There is a Zigur (Town) here (press '' or right click to use).
Today is the 45th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 46th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 47th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 48th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 49th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Bo deactivates Shock Hands.
Bo deactivates Shield Guardian.
Bo deactivates Fiery Hands.
Bo deactivates Shielding.

























































