












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Items Vault 1.7.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 30 / 26% |
| Size | small |
| Lifes / Deaths | Killed by Velyriatha the thief at level 22 on the 7th Allure 123rd year of Ascendancy at 05:43 4 / 2Killed by Islydhena the eternal bone giant at level 26 on the 77th Regrowth 123rd year of Ascendancy at 20:01 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 34 (base 23) |
| Constitution | 27 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 101.47853870665 (base 59) |
| Cunning | 85.217808059971 (base 50) |
Resources
| Life | 346/346 |
| Steam | 100/100 |
| Equilibrium | 48 |
| Psi | 490/490 |
| Healing Factor | 1.1386945338483 |
| Regeneration | 2.5620627011586 |
Speed
| Mental | 0% |
| Attack | +8.4822032822966% |
| Movement | +10% |
| Spell | 0% |
| Global | +155% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 57.096971598106 |
| See Invisible | 63.096971598106 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 56 |
| Crit Chance | 26% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 101 |
| Accuracy | 56 |
| Crit Chance | 27% |
| APR | 61 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 39% |
| Speed | 0.9218101861351 |
Offense: Damage Bonus
| Acid | +19% |
| Physical | +12% |
| Cold | +7% |
| All | 0% |
| Lightning | +29% |
| Light | +36% |
| Mind | +29% |
| Fire | +13% |
| Nature | +20% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +45% |
| Light | +20% |
| Acid | +4% |
| Cold | +4% |
| Physical | +14% |
| Fire | +4% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 53.25 |
| Spell Save | 55.75 |
| Mental Save | 61 |
Defense: Resistances
| Lightning | + 29%( 70%) |
| Acid | + 23%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 17%( 70%) |
| Cold | + 9%( 70%) |
| Physical | + 20%( 70%) |
| Mind | + 24%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 722% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -526 life. The duration and life will increase by 1% for every 1% life you have lost (currently 526 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Thought-Form: Bowman |
| talent | Antimagic Shield |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
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 Willpower by +5. | done |
You failed to protect the lone alchemist from death by onilug. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower 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 have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 pouch of faeros ash. * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within14 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of hardened leather boots 'Shockraider' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +6% fire +21% mind Res.pen +10% mind +25% lightning Melee Ret 6 mind ----- def ----- Armour +7 ---------- misc Infravis +3 A pair of boots made of leather. |
| Quiver | Wind Worn Shot (25/25, 148% power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +6 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 | NOTE: 12Eye of the Forest (8 def, 0 armour) =22= 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | psychic's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 7 mind Dmg.mod +3% mind Acc +15 (+7 eff.) ----- def ----- Armour +2 Resists +5% mind 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. |
| Tool | powerful yew totem of healing [power 272] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Mayumilaith0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Melee Ret 2 mind ----- def ----- Spell.save +9 (+1 eff.) Mind.save +23 (+6 eff.) Confus- +39% ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Rings make your fingers look great! |
| On fingers | Glimmerwild0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +13 Con dps ---------- Melee+ 15 physical Ranged+ 13 physical Dmg.mod +21% light On Hit (Melee): * 11% chance to reduce all saves and defense by 38 On Hit (Ranged): * 14% chance to reduce all saves and defense by 38 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 See.Invis +6 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Kindlesmasher the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil +4 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +15% light Res.pen +20% light ----- def ----- Fatigue -6% Resists +9% darkness HP.reg +2.00 ---------- misc Stam/turn +0.40 Infravis +3 Amulets make your neck look great! |
| In main hand | caller's thorny mindstar of storms (93% power, 46 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 93% Range: 1.1x Uses 93% Wil, 56% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +46 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +6 Wil +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Melee+ 7 lightning Dmg.mod +9% lightning +7% physical +7% cold +7% fire +7% acid Res.pen +7% lightning +4% physical +4% cold +4% fire +4% acid ----- def ----- Resists +7% lightning Heal/summ +15 ---------- misc Max.summ +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | drakeskin leather belt 'Kindleenvy'1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 8 acid 8 fire ----- def ----- Defense +16 (+7 eff.) Resists +3% lightning +6% light +12% mind Phys.save +6 (+1 eff.) Stealth +10 Max.HP +40.00 A belt that goes around your waist. |
| In off hand | pulsing mindstar of storms (108% power, 61 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 108% Range: 1.1x Uses 93% Wil, 56% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +61 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +9 Cun +1 Con dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Melee+ 7 lightning Dmg.mod +8% lightning Res.pen +13% lightning ----- def ----- Resists +12% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 69.20 to 86.50 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant of the psychic (efficiency 166% / 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 166% 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.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour Reinforcement0.1 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: Corrosive Shell0.1 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: 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: Healing 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: 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. |
schematic: Poison 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: Saw Projector0.1 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: Toxic Cannister Launcher0.1 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. |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +8 (+2 eff.) Max.HP +24.00 Disarm- +26% Pinning- +28% Knockbk- +27% Rings make your fingers look great! |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +7 (+6 eff.) Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
pouch of dwarven-steel shots of persecution (23/23, 140% power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Against +6% Unnatural +6% Unliving Shots are used with slings to pummel your foes to death. |
Islinne (25 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +2 Str +6 Cun +5 Con dps ---------- Dmg.mod +6% physical +21% cold ----- def ----- Defense +25 (+10 eff.) Resists +31% cold +13% all Crit.chn- 10.00% ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silethra the hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: dps ---------- Apr +4 Melee Ret 10 arcane ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +2% physical +19% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 A suit of armour made of leather. |
marauder's hardened leather armour of the deep (14 def, 8 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +8 Defense +14 (+6 eff.) Fatigue +8% Resists +8% acid +7% cold Phys.save +12 (+2 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Aereletira the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Resists +15% fire Spell.save +6 (+0 eff.) Max.HP +40.00 A belt that goes around your waist. |
Shadetickler1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +18% darkness Res.pen +20% darkness +10% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce damage dealt by 31% ----- def ----- Mind.save +10 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
drakeskin leather belt 'Xerema'1.0 T5 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Res.pen +10% mind ----- def ----- Defense +21 (+8 eff.) Resists +3% acid +9% temporal +9% fire +3% nature +12% mind Stealth +10 A belt that goes around your waist. |
regal cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +3 Wil +2 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
Hadan the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Cun +4 Con dps ---------- Melee+ 6 light Dmg.mod +4% light +6% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
miner's hardened leather cap of constitution (+4) (0 def, 7 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
Zanerion the Pitchbore (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +1 Str +7 Dex dps ---------- Dmg.mod +3% darkness +12% cold ----- def ----- Armour +5 Fatigue +5% Resists +18% light +24% darkness ---------- misc Light +3 A cap made of leather. |
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. |
3 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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. |
2 ruby0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel pickaxe of endurance (dig speed 30 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +5 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 240/400 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. |
steel torque of clear mind 'Glintfear' [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str +7 Con dps ---------- Dmg.mod +6% light +6% physical Apr +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Ulydil' [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +7 Mag dps ---------- Dmg.mod +6% acid ----- def ----- Resists +12% acid Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to heal for 53. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Dreamboy the Yeek Solipsist level 22
37th Haze 122nd year of Ascendancy at 00:26 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Dreamboy the Yeek Solipsist level 28
72nd Pyre 123rd year of Ascendancy at 05:27 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dreamboy the Yeek Solipsist level 13
25th Dusk 122nd year of Ascendancy at 15:16 see stats
Exterminator
Killed 1000 creatures.By Dreamboy the Yeek Solipsist level 19
13rd Haze 122nd year of Ascendancy at 22:44 see stats
Level 10
Got a character to level 10.By Dreamboy the Yeek Solipsist level 10
2nd Summertide 122nd year of Ascendancy at 03:25 see stats
Level 20
Got a character to level 20.By Dreamboy the Yeek Solipsist level 20
15th Haze 122nd year of Ascendancy at 09:18 see stats
Level 30
Got a character to level 30.By Dreamboy the Yeek Solipsist level 30
17th Dusk 123rd year of Ascendancy at 20:16 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dreamboy the Yeek Solipsist level 23
8th Allure 123rd year of Ascendancy at 00:24 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dreamboy the Yeek Solipsist level 26
57th Regrowth 123rd year of Ascendancy at 15:23 see stats
Size matters
Did over 600 damage in one attack.By Dreamboy the Yeek Solipsist level 29
17th Dusk 123rd year of Ascendancy at 19:20 see stats
The Arena
Unlocked Arena mode.By Dreamboy the Yeek Solipsist level 11
1st Dusk 122nd year of Ascendancy at 01:25 see stats
The secret city
Discovered the truth about mages.By Dreamboy the Yeek Solipsist level 11
3rd Flare 122nd year of Ascendancy at 09:12 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Dreamboy the Yeek Solipsist level 21
23rd Haze 122nd year of Ascendancy at 00:20 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Dreamboy the Yeek Solipsist level 27
69th Pyre 123rd year of Ascendancy at 02:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dreamboy the Yeek Solipsist level 21
23rd Haze 122nd year of Ascendancy at 10:35 see stats
Log
Dreamboy killed Skeleton warrior!
Talent Mind Sear is ready to use.
Learnt new tinker schematic: Saw Shell
You pickup 0.85 gold pieces.
Dreamboy deactivates Antimagic Shield.
Space around you starts to dissolve...
Resting starts...
Talent Psychic Lobotomy is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Antimagic Shield is still on cooldown for 1 turns.
Talent Antimagic Shield is ready to use.
Dreamboy activates Antimagic Shield.
Resting starts...
You are yanked out of this place!
Rested for 55 turns (stop reason: saving).
There is a trapdoor into the necromancer's ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.

























































































































