










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Kor Addons for ToME4 1.7 (TEST) 1.7.2Korean Translation Addons (TEST VERSION!!!!!) 본 애드온은 ToME4 공식 한국어 번역 프로젝트의 "검수용" 입니다. ※ 아직 번역되지 않은 부분이 있습니다. 번역과 검수가 완료되면 이 애드온은 창작마당에서 내려가고 공식 번역으로 편입됩니다. ※ 오류 및 버그 발견 시 uueeck@gmail.com ※ 더 자세한 내용과 애드온 이용 가이드는 아래 링크를 참고하세요. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 26 / 66% |
Size | medium |
Lifes / Deaths | Killed by black jelly at level 20 on the 61st Dusk 122nd year of Ascendancy at 08:20 1 / 5Killed by Emoyassra the skeleton warrior at level 25 on the 24th Haze 122nd year of Ascendancy at 20:51 Killed by Betewyn the elven cultist at level 26 on the 30th Haze 122nd year of Ascendancy at 13:55 Killed by Betewyn the elven cultist at level 26 on the 30th Haze 122nd year of Ascendancy at 18:55 Killed by Weirdling Beast at level 26 on the 31st Haze 122nd year of Ascendancy at 20:09 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 50 (base 44) |
Constitution | 15 (base 10) |
Magic | 50 (base 38) |
Willpower | 10 (base 10) |
Cunning | 55 (base 38) |
Resources
Life | 452/452 |
Mana | 177/177 |
Stamina | 175/175 |
Steam | 100/100 |
Healing Factor | 1.3360311219417 |
Regeneration | 3.2732762487572 |
Speed
Mental | +15.458567636136% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | +15.458567636136% |
Global | +122.80603890495% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 49.032874162149 |
See Invisible | 45.032874162149 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 22 |
Accuracy | 71 |
Crit Chance | 30% |
APR | 16 |
Speed | 0.87 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 24% |
Speed | 0.866111558868 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Light | +17% |
Darkness | +88% |
Fire | +5% |
All | +2% |
Offense: Damage Penetration
Darkness | +32% |
Light | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 27 (35.65183292883%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 45 |
Mental Save | 38 |
Defense: Resistances
Acid | + 20%( 79%) |
Blight | + 24%( 79%) |
Physical | + 24%( 79%) |
Cold | + 28%( 79%) |
All | + 15%( 79%) |
Lightning | + 20%( 79%) |
Light | + 37%( 79%) |
Temporal | + 18%( 79%) |
Darkness | + 52%( 79%) |
Fire | + 31%( 79%) |
Mind | + 23%( 79%) |
Defense: Immunities
Confusion Resistance | 14% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Won't Break Stealth: 100% 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 (109 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Essence of Speed |
talent | Shadow Combat |
talent | Shadow Feed |
talent | Trained Reactions |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +21% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal +6% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% light On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Resists +3% blight Phys.save +8 (+3 eff.) Spell.save +6 (+2 eff.) Heal.mod +18% Blind- +26% Confus- +14% ---------- misc Light +11 See.Stealth +14 See.Invis +10 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +15 Cun dps ---------- Acc +9 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +13 (+3 eff.) Fatigue +3% Resists +4% all Phys.save +9 (+3 eff.) Mind.save +15 (+6 eff.) A hat made of leather. Very stylish. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +25% light ----- def ----- Resists +12% light ---------- misc Light +3 Sting an enemy dealing 198 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% acid Die.at -80.00 life Max.HP +20.00 HP.reg +1.20 Heal.mod +11% Stun/Frz- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 48 damage and reducing their armor While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Spell.crit +4% Crit.mult +15.00% Spell.pwr +12 (+4 eff.) Dmg.mod +37% darkness Acc +25 (+6 eff.) ----- def ----- Die.at -80.00 life ---------- misc Mana/turn +0.34 Max.mana +60.00 Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +7% fire 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. |
Main armor | ![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +17 (+6 eff.) ----- def ----- Resists +6% lightning +8% darkness +8% light +8% blight +6% fire +6% cold +11% all Phys.save +10 (+4 eff.) Spell.save +28 (+10 eff.) Mind.save +12 (+5 eff.) ---------- misc Mana/turn +0.12 Max.mana +57.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +8% darkness Res.pen +7% darkness Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +10 (+2 eff.) Resists +3% cold +13% darkness +6% light Phys.save +5 (+2 eff.) Spell.save +9 (+3 eff.) Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +12 Defense +19 (+4 eff.) Resists +9% mind +11% physical Res.Cap +9% all Phys.save +43 (+14 eff.) ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 627% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 440% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 157.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 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. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Cun +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Resists +12% fire +11% cold ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +2 Cun +4 Con dps ---------- Dmg.mod +3% acid +9% cold ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +17% lightning +6% nature +12% acid Spell.save +12 (+4 eff.) Stun/Frz- +26% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +6% physical Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.30 Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Dex +2 Con dps ---------- Phys.pwr +10 (+10 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str +3 Con dps ---------- Res.pen +20% acid ----- def ----- Max.HP +33.00 Disarm- +23% Pinning- +26% Knockbk- +27% ---------- misc Light +2 Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +25% Crit.mult +26.00% Spell.pwr +12 (+4 eff.) Dmg.mod +9% lightning +25% darkness +6% mind ----- def ----- Defense +9 (+2 eff.) Resists +9% lightning ---------- 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 and deals 88.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +5 Con ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane HP.reg +4.00 Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +6% fire Res.pen +5% light +5% fire Melee Ret 8 light ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +14% cold +6% light ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Cun +2 Con dps ---------- Res.pen +10% lightning Melee Ret 2 mind 2 lightning ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 24.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 9.0 T2 light armor Reqs Str 14 [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +7 Dex +4 Mag +3 Wil +4 Cun +3 Con ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +7% Resists +6% acid +7% cold +6% mind Mind.save +14 (+5 eff.) Max.HP +38.00 ---------- misc Max.stam +20.00 Breathe water A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +3 Dex +1 Mag +3 Cun +2 Con ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +6% physical ---------- misc Light +1 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Dex +1 Wil +4 Con dps ---------- Melee Ret 2 nature ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 147.94 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 357/400 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 102 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% arcane ----- def ----- Resists +3% light Spell.save +3 (+1 eff.) ---------- misc Max.mana +20.00 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 107 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Resists +6% blight Fire a magical bolt dealing 168 lightning damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By JRFsb the Cornac Shadowblade level 25
25th Haze 122nd year of Ascendancy at 20:38 see stats
By JRFsb the Cornac Shadowblade level 23
68th Dusk 122nd year of Ascendancy at 09:07 see stats
By JRFsb the Cornac Shadowblade level 25
24th Haze 122nd year of Ascendancy at 23:20 see stats
By JRFsb the Cornac Shadowblade level 10
9th Dusk 122nd year of Ascendancy at 16:01 see stats
By JRFsb the Cornac Shadowblade level 20
52nd Dusk 122nd year of Ascendancy at 00:38 see stats
By JRFsb the Cornac Shadowblade level 24
2nd Haze 122nd year of Ascendancy at 23:17 see stats
By JRFsb the Cornac Shadowblade level 24
74th Dusk 122nd year of Ascendancy at 18:39 see stats
By JRFsb the Cornac Shadowblade level 7
6th Dusk 122nd year of Ascendancy at 07:28 see stats
By JRFsb the Cornac Shadowblade level 7
5th Dusk 122nd year of Ascendancy at 19:11 see stats
By JRFsb the Cornac Shadowblade level 7
3rd Flare 122nd year of Ascendancy at 07:50 see stats
By JRFsb the Cornac Shadowblade level 24
74th Dusk 122nd year of Ascendancy at 22:20 see stats
By JRFsb the Cornac Shadowblade level 16
38th Dusk 122nd year of Ascendancy at 09:26 see stats
Log
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
You receive: Elixir of Foundations
Saving game...
Saving done.
You drink the elixir and feel forever transformed!
The elixir has improved your capacity for exercising your core talents.
JRFsb deactivates Stealth.
You have no more Elixir of Foundations.
JRFsb uses Create Tinker.
JRFsb uses Create Tinker.
JRFsb deactivates Shadow Feed.
JRFsb activates Shadow Feed.
JRFsb deactivates Trained Reactions.
JRFsb activates Trained Reactions.
JRFsb deactivates Essence of Speed.
JRFsb activates Essence of Speed.
JRFsb deactivates Shadow Combat.
JRFsb activates Shadow Combat.
EUREKA!
Learnt new tinker schematic: Flash Powder
JRFsb uses Create Tinker.
Created tinker: perfect acid groove
You detach voratun razor edge from your Bokedil the Nightmoon (25-30 power, 5 apr, darkness element).
You attach perfect acid groove to your Bokedil the Nightmoon (25-30 power, 5 apr, darkness element) .
JRFsb uses Create Tinker.