












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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.
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 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:
Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.] Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 21 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by carrion worm mass at level 6 on the 3rd Mirth 122nd year of Ascendancy at 08:00 0 / 7Killed by war hound at level 14 on the 20th Dusk 122nd year of Ascendancy at 03:40 Killed by Xythra the blue crystal at level 15 on the 20th Dusk 122nd year of Ascendancy at 16:33 Killed by Ce'Numira the copperhead snake at level 15 on the 20th Dusk 122nd year of Ascendancy at 18:33 Killed by Eilinagatta the bandit at level 21 on the 51st Haze 122nd year of Ascendancy at 21:47 Killed by Zubann the gigantic corrosive tunneler at level 21 on the 59th Haze 122nd year of Ascendancy at 21:52 Killed by gigantic gravity worm at level 21 on the 59th Haze 122nd year of Ascendancy at 22:00 |
Primary Stats
| Strength | 42 (base 15) |
| Dexterity | 22 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 47 (base 36) |
| Willpower | 31 (base 15) |
| Cunning | 49 (base 42) |
Resources
| Mana | 325/325 |
| Psi | 121/121 |
| Life | -176/638 |
| Steam | 100/100 |
| Stamina | 218/218 |
| Paradox | 300 |
| Healing Factor | 1.396387434555 |
| Regeneration | 8.4481439790578 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +548% |
| Spell | 0% |
| Global | +72.164948453608% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 39 |
| Crit Chance | 30% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +12% |
| Physical | +40% |
| Arcane | +6% |
| Mind | +15% |
| Fire | +4% |
Offense: Damage Penetration
| Physical | +26% |
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 22.606903957984 (86.666666666667%) |
| Defense | 29 |
| Ranged Defense | 35 |
| Fatigue | 10 |
| Physical Save | 27 |
| Spell Save | 29 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Nature | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 9%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 62% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 484 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 269 damage for 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse 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 12.0 steam per turn. Can be activated for an instant burst of 60 steam. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| detrimental effect | Huge cut that bleeds, doing 12.29 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Moving at extreme speed (548% faster). Any action other than movement will cancel it. Wild Speed |
| detrimental effect | The target has been splashed with acid, taking 3.44 acid damage per turn, reducing armour by 10 and attack by 9. Acid Splash |
| detrimental effect | Reduces global action speed by 39%. Slow |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. * 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| Psionic focus | Unregontir the dragonbone starstaff (136% power, 6 apr, physical element)5.0 T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 arcane On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Crit.mult +41.00% Phys.pwr +10 (+3 eff.) Spell.pwr +36 (+10 eff.) Melee+ 8% confusion 35 fire Dmg.mod +30% physical +15% mind +6% arcane Phasing +34% Acc +10 (+4 eff.) ----- def ----- Defense +19 (+9 eff.) ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Quiver | quiver of elm arrows (16/16, 115% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 115% Range: 1.4x Uses 30% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Elydhema'2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Apr +2 ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Max.HP +41.00 ---------- misc Light +2 Infravis +2 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | pair of rough leather boots 'Zerogrim' (6 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +6.00% Acc +4 (+2 eff.) ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +6% lightning +6% temporal Die.at -40.00 life HP.reg +1.20 Heal.mod +5% A pair of boots made of leather. |
| Tool | iron pickaxe 'Halirab' (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +7 Str +1 Mag +3 Wil +2 Cun +4 Con ----- def ----- Fatigue -5% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bilewalker the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% lightning Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Mind.save +7 (+4 eff.) HP.reg +2.40 Confus- +20% Stun/Frz- +24% Rings can have magical properties. |
| On fingers | Jetobsidian the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Mag +2 Wil +2 Cun dps ---------- Melee Ret 8 darkness ----- def ----- HP.reg +1.00 Stun/Frz- +21% ---------- misc Light +3 Rings can have magical properties. |
| Around neck | Galeweeper0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +1 Mag +3 Wil dps ---------- Melee Ret 16 lightning On Hit (Melee): * 15% chance to daze at end of turn ---------- misc Light +3 Amulets can have magical properties. |
| In main hand | Durafast (104% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Master/Psionic Power 105% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 acid On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Res.pen +10% mind +6% physical Acc +4 (+2 eff.) Apr +10 ----- def ----- Resists +6% acid Sharp, short and deadly. |
| On hands | Samoroddadratar the iron gauntlets (0 def, 5 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +5 Str +5 Dex dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +5 Resists +5% fire Max.HP +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Cloak | linen cloak 'Glintmistress' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% physical Apr +1 ----- def ----- Defense +1 (+0 eff.) Max.HP +42.00 Heal.mod +10% ---------- misc Max.stam +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hanorach the Smearnull (2 def, 10 armour) 14.0 T2 heavy armor [Rare] Nature While equipped: dps ---------- Melee Ret 16 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +10 Hardiness +20% Defense +2 (+1 eff.) Fatigue +16% Resists +15% lightning +12% fire +6% nature +9% cold Max.HP +54.00 HP.reg +1.20 Heal.mod +16% A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 165% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 192% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 378 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Eremeleg the Eclipsetouch0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +24% darkness +18% acid Melee Ret 16 darkness ----- def ----- Resists +24% lightning +9% darkness Rings can have magical properties. |
Poxpulverizer the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +9% nature Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
Abysssin the yew starstaff (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +16 fire While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +9 (+3 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +20% physical +6% fire On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+3 eff.) Resists +6% fire Mind.save +30 (+12 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 75.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel steamsaw of crippling (118% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 119% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +42 On Crit: * cripple the target Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +9 (+3 eff.) ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +8% Disarm- +27% ---------- misc Talents +2 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! |
hardened leather belt 'Oakshear'1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% nature +9% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +8% acid +9% fire +9% nature +8% blight A belt that goes around your waist. |
rough leather hat 'Layyvena' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +7 Str +2 Wil +10 Cun ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Flashrend the dwarven-steel mail armour (3 def, 11 armour)14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +3% arcane Res.pen +20% light ----- def ----- Armour +11 Hardiness +0% Defense +3 (+1 eff.) Fatigue +16% Resists +11% acid +10% cold +20% light +5% arcane ---------- misc Light +1 Breathe water A suit of armour made of mail. |
quiver of yew arrows 'Searkarma' (23/23, 144% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 144% Range: 1.4x Uses 30% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 23 Ranged+ +30 lightning +12 fire On Hit.r1 +24 temporal On Crit.r2 +15 lightning +4 fire +4 temporal Arrows are used with bows to pierce your foes to death. |
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. |
246 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
2 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. |
4 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By corad the Cornac Adventurer level 20
57th Dusk 122nd year of Ascendancy at 06:04 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By corad the Cornac Adventurer level 10
5th Flare 122nd year of Ascendancy at 17:54 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By corad the Cornac Adventurer level 20
49th Dusk 122nd year of Ascendancy at 17:35 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By corad the Cornac Adventurer level 16
23rd Dusk 122nd year of Ascendancy at 06:05 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By corad the Cornac Adventurer level 8
2nd Flare 122nd year of Ascendancy at 18:25 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By corad the Cornac Adventurer level 14
13rd Dusk 122nd year of Ascendancy at 14:37 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By corad the Cornac Adventurer level 13
8th Dusk 122nd year of Ascendancy at 02:54 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By corad the Cornac Adventurer level 21
59th Haze 122nd year of Ascendancy at 21:52 see stats
Log
Corad is moving at extreme speed!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Sandworm burrower speeds up.
Sandworm slows down.
Zubann the gigantic corrosive tunneler's acid area effect hits corad for 47 acid damage.
Zubann the gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Zubann the gigantic corrosive tunneler's acid area effect hits Gigantic gravity worm for 50 acid damage.
Gigantic gravity worm's gravity area effect hits corad for 40 physical damage.
Gigantic gravity worm's gravity area effect hits Sandworm burrower for 0 physical damage.
Gigantic gravity worm's gravity area effect hits Sandworm for 40 physical damage.
Bleeding from Corad hits corad for 17 physical damage.
Acid Splash from Zubann the gigantic corrosive tunneler hits corad for 3 acid damage.
The unstable sand tunnel collapses!
Zubann the gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Zubann the gigantic corrosive tunneler's acid area effect hits Gigantic gravity worm for 50 acid damage.
Gigantic gravity worm's gravity area effect hits Sandworm for 40 physical damage.
Gigantic gravity worm's gravity area effect hits Sandworm burrower for 0 physical damage.
Gigantic gravity worm casts Gravity Spike.
Corad resists the knockback!
Layirin the brittle clear ooze is drawn in by the singularity!
Corad resists the knockback!
Sandworm burrower is drawn in by the singularity!
Sandworm burrower is drawn in by the singularity!
Corad resists the knockback!
Saving game...
























































































