










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.6.0Official 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:
Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. 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. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Verdant Class Pack 1.6.6Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.6.0Official 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 | Cornac |
| Class | Dread Necromancer |
| Level / Exp | 27 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Layakira the bandit lord at level 11 on the 7th Mirth 122nd year of Ascendancy at 19:52 2 / 4Killed by elven cultist at level 26 on the 30th Haze 122nd year of Ascendancy at 22:32 Killed by Vorewe the forest troll at level 27 on the 39th Haze 122nd year of Ascendancy at 21:13 Killed by Betossra the large white snake at level 27 on the 40th Haze 122nd year of Ascendancy at 06:53 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 79 (base 58) |
| Willpower | 59 (base 54) |
| Cunning | 23 (base 11) |
Resources
| Life | -57/362 |
| Mana | 157/427 |
| Steam | 100/100 |
| Soul | 0/8 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 5.5040322580645 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 19 |
| Crit Chance | 5% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +22% |
| Physical | +8% |
| Darkness | +120% |
| Arcane | +30% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Physical | +11% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.406899917053 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 33 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | -1%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 18%( 70%) |
| Fire | -4%( 70%) |
| Darkness | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 100% |
| Bleed Resistance | 65% |
| Confusion Resistance | 40% |
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 (950 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 51%. |
Class Talents
| Spell / Ghoul mastery | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Skeletal mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spirit mastery | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Spell / Soul | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necromancy | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Death's Embrace |
| talent | Spirit Feed |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
| beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
| beneficial effect | The mana surge engulfs the target, regenerating 11.09 mana per turn. Surging mana |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 Horned Horror. * 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. * 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: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bloated horror heart. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 2/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Vorymita1.0 T1 lite [Rare] Arcane While equipped: Stats +6 Con +4 Mag dps ---------- Spell.pwr +16 (+3 eff.) Dmg.mod +15% arcane Acc +5 (+1 eff.) ----- def ----- Resists +2% physical ---------- misc Light +5 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 | Crown of Eternal Night (0 def, 3 armour)2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. The set is complete. While equipped: Stats +10 Cun dps ---------- Melee+ 40 darkness Dmg.mod +20% darkness ----- def ----- Armour +3 Fatigue +3% Dmg.red +30 all Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +30% Knockbk- +30% ---------- misc Light -1 Masteries +0.10 Cunning/Stealth Retch: Level 2.0 Pwr.cost 47 out of 45/80. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 4 blight damage or heals 27 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. This item has been sent to the Item's Vault. |
| Tool | Lightrigor the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% light Res.pen +5% light ----- def ----- Armour +4 Defense +7 (+1 eff.) Resists +8% physical +12% darkness +6% blight +12% temporal +5% arcane +9% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Woelash'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+1 eff.) Melee+ 12 light Ranged+ 12 light Dmg.mod +3% lightning +21% darkness +10% light Melee Ret 4 darkness ----- def ----- Resists +24% darkness Rings can have magical properties. |
| On fingers | Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. The set is complete. While equipped: dps ---------- Spell.pwr +18 (+3 eff.) Dmg.mod +24% darkness +10% cold ----- def ----- Resists +15% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Impending Doom: Level 2.0 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is necromancy a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 104% of its remaining life (or 614.78, whichever is lower) over 10 turns as arcane damage. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
| Around waist | Eilinibeth 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +8% physical Res.pen +11% physical ----- def ----- Defense +15 (+3 eff.) Resists +3% darkness +3% physical Phys.save +6 (+3 eff.) Spell.save +3 (+0 eff.) Max.HP +39.00 Teleport- +10% A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. The set is complete. Power 40.0 - 48.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.20 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| On hands | Belodig the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +10.00% Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +2 Resists +3% darkness +6% fire Spell.save +18 (+4 eff.) Die.at -40.00 life Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour) 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. The set is complete. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +5.00 Poison- +140% Disease- +140% Cut- +40% ---------- misc Light -1 The wearer is treated as an undead. Abyssal Shroud: Level 2.0 Pwr.cost 47 out of 80/80. Range 6 Travel.spd instantaneous Is a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 7.38 darkness damage each turn, reduces light radius by 2, and darkness resistance by 16% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. This item has been sent to the Item's Vault. |
| Cloak | linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +40.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xaranne0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +25 (+4 eff.) Resists +12% lightning +13% temporal +5% arcane Disease- +20% Pinning- +28% Stun/Frz- +20% Knockbk- +32% Amulets can have magical properties. |
Inventory
shatter afflictions rune (absorb 64; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 64 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Greenrune the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +8 Str dps ---------- Dmg.mod +6% darkness Melee Ret 10 nature ----- def ----- Resists +15% fire +13% cold ---------- misc Light +3 See.Invis +6 Amulets can have magical properties. |
steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets can have magical properties. |
Xanurin0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +13% lightning +11% darkness ----- def ----- Armour +2 Resists +26% lightning +22% darkness Phys.save +7 (+4 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) Die.at -40.00 life Rings can have magical properties. |
steel ring 'Manukalthodan'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +11 (+5 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +12 (+3 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +4 Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
Eagle Talon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon Reqs Cun 24,Dex 24 [Unique] Nature Power 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +30 Crit +10.0% Atk.spd 100% Melee+ +10 lightning While equipped: dps ---------- Crit.mult +10.00% All.spd +10% ---------- misc Masteries +0.20 Wild-curse/Eagle aspect A curved and sharp blade, decorated with feathers. |
Kohad1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +3% nature Max.HP +40.00 Heal.mod +5% Stun/Frz- +10% Knockbk- +20% A belt that goes around your waist. |
woollen robe 'Smearmortal' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% lightning +11% darkness +10% mind +12% cold +5% arcane +9% all Phys.save +11 (+6 eff.) Spell.save +11 (+2 eff.) Mind.save +20 (+5 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stabilizing rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Phys.save +11 (+6 eff.) ---------- misc Breathe water A cap made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
388 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 42.08 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
potent healing salve [power 140] potent healing salve [power 140]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 140 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rainslicer [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% cold +9% light +6% temporal ----- def ----- Resists +6% light +6% cold ---------- misc Light +1 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of healing [power 296] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Achenlli the Cornac Dread Necromancer level 23
8th Haze 122nd year of Ascendancy at 23:04 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 Achenlli the Cornac Dread Necromancer level 24
10th Haze 122nd year of Ascendancy at 17:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Achenlli the Cornac Dread Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 17:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Achenlli the Cornac Dread Necromancer level 20
29th Dusk 122nd year of Ascendancy at 22:15 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Achenlli the Cornac Dread Necromancer level 16
4th Dusk 122nd year of Ascendancy at 20:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Achenlli the Cornac Dread Necromancer level 27
42nd Haze 122nd year of Ascendancy at 12:31 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Achenlli the Cornac Dread Necromancer level 9
1st Mirth 122nd year of Ascendancy at 22:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Achenlli the Cornac Dread Necromancer level 7
78th Pyre 122nd year of Ascendancy at 07:28 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 Achenlli the Cornac Dread Necromancer level 16
7th Dusk 122nd year of Ascendancy at 00:31 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Achenlli the Cornac Dread Necromancer level 10
4th Mirth 122nd year of Ascendancy at 06:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Achenlli the Cornac Dread Necromancer level 24
10th Haze 122nd year of Ascendancy at 16:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Achenlli the Cornac Dread Necromancer level 15
2nd Summertide 122nd year of Ascendancy at 06:08 see stats
Log
Talent Ghost Walk is ready to use.
Achenlli receives 79 healing from Eilinibeth .
Achenlli receives 164 healing.
Ghoul resists the blinding fog!
Ghoul resists the blinding fog!
Ghoul is not dazed anymore.
Something hits Ghoul for 21 fire damage.
Ember Scales hits Ghoul for 26 fire damage.
Achenlli is not dazed anymore.
Achenlli resists the terror!
Something performs a melee critical strike against Ghoul!
Ghoul is dazed!
Achenlli is dazed!
Something hits Ghoul for 77 mind, 0 arcane, 3 acid (80 total damage).
Something hits Ghoul for 460 cold damage.
Something hits Achenlli for (30 flat reduction), 37 mind, (24 flat reduction), 0 arcane, (5 flat reduction), 0 acid, (30 flat reduction), 388 cold, (24 flat reduction), 0 arcane, (5 flat reduction), 0 acid (425 total damage).
Achenlli hits Something for 5 darkness damage.
Something killed Ghoul!
You are unable to move!
You are unable to move!
Achenlli stops surging mana.
Achenlli is not stunned anymore.
Achenlli is not dazed anymore.
Achenlli recovers sight.
Achenlli deactivates Death's Embrace.
Achenlli deactivates Spirit Feed.
Ghoul slows down.
Ghoul is not dazed anymore.

























































