










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Items Vault 1.5.0Donators/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 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 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 1.5.0Allows 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Anorithil |
| Level / Exp | 36 / 33% |
| Size | small |
| Lifes / Deaths | Killed by Voruth the rattlesnake at level 19 on the 72nd Dusk 122nd year of Ascendancy at 03:12 0 / 7Killed by war hound at level 20 on the 72nd Dusk 122nd year of Ascendancy at 18:17 Killed by Xeraldassra the storm drake hatchling at level 20 on the 72nd Dusk 122nd year of Ascendancy at 19:28 Killed by Grand Corruptor at level 33 on the 57th Regrowth 123rd year of Ascendancy at 16:06 Killed by Poloba the spitting spider at level 35 on the 52nd Pyre 123rd year of Ascendancy at 09:30 Killed by Khulmanar, General of Urh'Rok at level 36 on the 74th Pyre 123rd year of Ascendancy at 18:23 Killed by Khulmanar, General of Urh'Rok at level 36 on the 75th Pyre 123rd year of Ascendancy at 13:08 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 28 (base 30) |
| Magic | 77 (base 60) |
| Willpower | 24 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | 476/641 |
| Positive | 116/125 |
| Negative | 120/120 |
| Steam | 100/100 |
| Healing Factor | 1.6363636363636 |
| Regeneration | 3.0272727272727 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.665117813106% |
| Spell | +17.9775201293% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 43.071602551795 |
| See Invisible | 43.071602551795 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 17 |
| Crit Chance | 53% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 17 |
| Crit Chance | 66% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 74% |
| Speed | 0.84761910481253 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +11% |
| Darkness | +133% |
| Blight | +27% |
| Acid | +21% |
| Mind | +12% |
| All | +6% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +17% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 19 (42%) |
| Defense | 24 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 47 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 28%( 70%) |
| Cold | + 40%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 32%( 70%) |
| Lightning | + 36%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 27% |
| Confusion Resistance | 70% |
| Silence Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -433 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 853% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Corona |
| talent | Hymn Nocturnalist |
| talent | Hymn of Shadows |
| talent | Chant of Resistance |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost warrior from death by Saluralaith the giant black ant. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by giant green ant. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have been tasked to remove two 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 Minotaur. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 198. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of explosive force. 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...' * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. 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 squid ink. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. | active |
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 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 within2 lumberjacks have died. | 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 rough leather boots 'Blastwhisper' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% lightning Res.pen +25% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue -3% Resists +15% lightning Max.HP +33.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+1 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +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 | Eremotodar the cashmere wizard hat (2 def, 3 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil +3 Con dps ---------- Mind.crit +3% Spell.pwr +7 (+2 eff.) Mind.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +6% blight Melee Ret 8 arcane ----- def ----- Armour +3 Defense +2 (+1 eff.) ---------- misc Mana/turn +0.12 Psi/turn +0.14 Stone Wall: Puts all charms on 80 cooldown Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 119.86 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Duathelraptor' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Dmg.mod +9% darkness Melee Ret 12 darkness ----- def ----- Armour +1 Resists +6% light +15% darkness Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ce'Nubrevena [power 140] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Str ----- def ----- Armour +4 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Die.at -80.00 life Max.HP +20.00 ---------- misc Max.stam +15.00 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Heal a target within range 7 (based on Willpower) for 140 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Xeriba =18% dark dmg=0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Cun +5 Mag dps ---------- Spell.pwr +11 (+3 eff.) S.pwr/crit +8 Dmg.mod +18% darkness Res.pen +10% blight ----- def ----- Resists +36% darkness Phys.save +20 (+6 eff.) Spell.save +14 (+5 eff.) Mind.save +8 (+3 eff.) Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +10.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Glitterblow0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +6 (+2 eff.) Dmg.mod +6% mind Melee Ret 8 light ----- def ----- HP.reg +1.60 Stun/Frz- +27% ---------- misc Psi/ret +0.16 Rings can have magical properties. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Dark whatever (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 physical On Hit.r1 +12 darkness While equipped: dps ---------- Phys.crit +26.0% Spell.crit +18% Crit.mult +32.00% Phys.pwr +15 (+8 eff.) Spell.pwr +34 (+9 eff.) Dmg.mod +36% darkness Acc +12 (+6 eff.) On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Hardiness +12% Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Phys.save +12 (+4 eff.) ---------- misc Stam/turn +0.20 Talents +1 Command Staff Unleash an elemental blastwave, dealing 42.87 to 51.44 darkness damage in a radius 6 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Life Drinker (42-54.6 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 18.48 acid and 19.39 blight damage. If not cleared after five turns it will inflict 110.11 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
| Cloak | Lavajam the elven-silk cloak (12 def, 0 armour) =25% dark dmg=2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +17% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +12 (+6 eff.) Resists +18% light +43% fire +3% nature +22% darkness Phys.save +12 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +14 (+5 eff.) Stealth +29 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Main armor | stargazer's linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun dps ---------- Spell.crit +5% Spell.pwr +16 (+4 eff.) Dmg.mod +6% darkness +5% light +6% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the titan (efficiency 130% / cooldown 93%)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 130% efficiency and cooldown mod of 93%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (604% speed; 4 turns)0.1 T2 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 604% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 342 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 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 538 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 538 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 ability. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
steel ring 'Blastdream'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +3 Mag +5 Wil +7 Cun +5 Con dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+2 eff.) Res.pen +10% lightning ----- def ----- Resists +9% darkness +3% lightning Rings can have magical properties. |
Chargenoon the elven-wood magestaff (25-30 power, 5 apr, physical element) =10 con=5.0 T4 staff 2H weapon [Random Unique] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +4 lightning On Crit.r2 +4 temporal While equipped: Stats +10 Con dps ---------- Spell.crit +4% Spell.pwr +22 (+6 eff.) Dmg.mod +25% physical +6% temporal Res.pen +10% lightning On Hit (Melee): * 13% chance to blind ----- def ----- Defense +9 (+5 eff.) Resists +6% temporal HP.reg +2.50 Heal.mod +39% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 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 122.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+6 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 111.60 physical (gravity) damage. Each target moved beyond the first increases the damage by 13.95 (up to a maximum of 55.80 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Serpentine Cloak (10 def, 0 armour) =5con=2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 12 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Emelireriawen the woollen robe (0 def, 0 armour) =6 con=2.0 T2 cloth armor [Rare] Nature While equipped: Stats +4 Dex +4 Wil +6 Con dps ---------- Dmg.mod +13% lightning +6% acid Res.pen +10% acid ----- def ----- Resists +19% lightning ---------- misc See.Invis +9 Telepathy Dragon A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stabilizing hardened leather cap of constitution (+5) (0 def, 3 armour) =5con=2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+5 eff.) A cap made of leather. |
14 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. |
781 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Koribar the dwarven-steel pickaxe (dig speed 24 turns) =7 str=3.0 T3 digger tool [Rare] Arcane While equipped: Stats +7 Str +6 Wil dps ---------- Phys.crit +5.0% Mind.crit +20% ----- def ----- Mind.save +30 (+10 eff.) ---------- misc Hate/m.crit +5.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Mugorn' =7 str=2.0 T1 lite [Rare] Psionic While equipped: Stats +7 Str +4 Wil +4 Cun ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +8 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. |
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. |
6 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 481.24 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
4 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. |
6 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. |
11 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. |
4 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. |
6 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 (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Moon Moon the Yeek Anorithil level 11
3rd Summertide 122nd year of Ascendancy at 13:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Moon Moon the Yeek Anorithil level 21
1st Haze 122nd year of Ascendancy at 11:39 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Moon Moon the Yeek Anorithil level 32
33rd Regrowth 123rd year of Ascendancy at 09:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Moon Moon the Yeek Anorithil level 10
8th Mirth 122nd year of Ascendancy at 19:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Moon Moon the Yeek Anorithil level 20
72nd Dusk 122nd year of Ascendancy at 17:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Moon Moon the Yeek Anorithil level 30
8th Regrowth 123rd year of Ascendancy at 00:16 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Moon Moon the Yeek Anorithil level 31
19th Regrowth 123rd year of Ascendancy at 00:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Moon Moon the Yeek Anorithil level 16
42nd Dusk 122nd year of Ascendancy at 03:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Moon Moon the Yeek Anorithil level 11
6th Flare 122nd year of Ascendancy at 16:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Moon Moon the Yeek Anorithil level 14
21st Dusk 122nd year of Ascendancy at 21:21 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Moon Moon the Yeek Anorithil level 20
73rd Dusk 122nd year of Ascendancy at 20:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Moon Moon the Yeek Anorithil level 25
61st Haze 122nd year of Ascendancy at 03:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Moon Moon the Yeek Anorithil level 18
52nd Dusk 122nd year of Ascendancy at 18:14 see stats
Log
There is a next level here (press '' or right click to use).
Talent Track is ready to use.
Moon Moon uses Track.
You gain 0.70 gold from the melting of striking elven-wood wand of conjuration [power 361] (10 cooldown).
You gain 2.85 gold from the melting of hardened leather cap of might (0 def, 3 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.47 gold from the melting of dwarven-steel helm of trickery (0 def, 4 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.35 gold from the melting of pair of dwarven-steel boots (0 def, 4 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.04 gold from the melting of miner's pair of dwarven-steel boots of uncanny dodging (7 def, 12 armour).
You collect a new ingredient: lump of stralite (1).
You gain 0.00 gold from the melting of Crude Iron Battle Axe of Kroll (68-102 power, 7 apr).
You gain 2.74 gold from the melting of vitalizing steel amulet.
You gain 1.74 gold from the melting of vision rune (radius 11; dur 21; see demon).
You gain 4.20 gold from the melting of controlled phase door rune of the titan (range 9).
You gain 1.43 gold from the melting of biting gale rune (69 cold damage; freeze 3 turns with power 21).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 2.31 gold from the melting of movement infusion of the psychic (441% speed; 6 turns).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 1.14 gold from the melting of healing infusion of the sneak (heal 244).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
There is a next level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Moon Moon deactivates Hymn Nocturnalist.
Moon Moon deactivates Corona.
Moon Moon deactivates Hymn of Shadows.
Moon Moon deactivates Chant of Resistance.







































































































