Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.2This 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Annihilator |
Level / Exp | 28 / 31% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 31 (base 11) |
Dexterity | 102 (base 60) |
Constitution | 24 (base 10) |
Magic | 21 (base 10) |
Willpower | 14 (base 10) |
Cunning | 104 (base 55) |
Resources
Life | 846/846 |
Steam | 100/100 |
Healing Factor | 1.9172674059366 |
Regeneration | 36.715670823686 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 5 |
See Stealth | 46 |
See Invisible | 58 |
Offense: Mainhand
Damage | 80 |
Accuracy | 72 |
Crit Chance | 48% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Blight | +15% |
Physical | +22% |
Cold | +14% |
All | 0% |
Darkness | +13% |
Light | +22% |
Lightning | +10% |
Fire | +23% |
Nature | +15% |
Offense: Damage Penetration
Physical | +44% |
All | 0% |
Defense: Base
Armour (hardiness) | 52 (69.007671158813%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 56 |
Mental Save | 60 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 35%( 70%) |
All | + 18%( 70%) |
Physical | + 30%( 70%) |
Darkness | + 54%( 70%) |
Light | + 70%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 30%( 70%) |
Lightning | + 35%( 70%) |
Fire | + 44%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Confusion Resistance | 43% |
Poison Resistance | 20% |
Blind Resistance | 46% |
Silence Resistance | 50% |
Bleed Resistance | 20% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 67%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 222% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 30% and triggers a radius 6 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | 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 Shardskin. * 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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've found the needed vial of squid ink. * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed ritch stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+4 eff.) Silence- +30% Confus- +23% Pinning- +20% Stun/Frz- +32% Knockbk- +20% Teleport- +100% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | psychokinetic pouch of dwarven-steel shots of grasping (24/24, 30-37 power, 3 apr) psychokinetic pouch of dwarven-steel shots of grasping (24/24, 30-37 power, 3 apr)3.0 T3 shot ammo [Ego++] Nature/Psionic Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Ranged+ +10 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 260 physical damage * 20% chance to create vines that bind the target to the ground dealing 260 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | hardened leather hat 'Drevor' (20 def, 11 armour) hardened leather hat 'Drevor' (20 def, 11 armour) 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +3 Cun dps ---------- Phys.pwr +15 (+4 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +3% physical Res.pen +25% physical ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +3% Resists +2% physical ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A hat made of leather. Very stylish. |
On hands | brawler's drakeskin leather gloves of regeneration (0 def, 3 armour) brawler's drakeskin leather gloves of regeneration (0 def, 3 armour) 1.0 T4 hands armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +2 Cun ----- def ----- Armour +3 Phys.save +9 (+3 eff.) HP.reg +4.90 Disarm- +90% ---------- misc Stam/turn +0.40 Psi/turn +0.29 Talents +4 Iron Grip Cooldown Double Strike -1 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 | steel torque of psionic shield 'Betherinor' [power 49] (25 cooldown) steel torque of psionic shield 'Betherinor' [power 49] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +9% light +6% temporal Poison- +20% Cut- +20% Silence- +20% Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Hailvalor Hailvalor0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% cold ----- def ----- Resists +5% arcane Phys.save +3 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +22.00 HP.reg +4.00 Blind- +20% Disarm- +28% Pinning- +28% Knockbk- +34% Rings make your fingers look great! |
On fingers | Toryhor Toryhor0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical ----- def ----- Armour +2 Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
Around neck | Starstun the steel amulet Starstun the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% ----- def ----- Resists +20% light +14% darkness Blind- +26% ---------- misc Mana/turn +0.08 Light +3 Amulets make your neck look great! |
In main hand | Shinevortex the stralite steamgun Shinevortex the stralite steamgun 4.0 T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +14 lightning +16 light On Crit.r2 +12 light On Hit: * chills your foe dealing 48 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% lightning Res.pen +19% physical ----- def ----- Resists +3% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Mighty Girdle Mighty Girdle |
In off hand | crackling dwarven-steel shield of the stars (0 def, 6 armour, 32-38 power, 83.5 block) crackling dwarven-steel shield of the stars (0 def, 6 armour, 32-38 power, 83.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +10 lightning +15 light +12 darkness While equipped: Stats +3 Dex +3 Mag +5 Cun dps ---------- Dmg.mod +12% light +13% darkness Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning +12% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Eilinevea the Lightsorrow (8 def, 0 armour) Eilinevea the Lightsorrow (8 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee Ret 4 light ----- def ----- Defense +8 (+2 eff.) Resists +6% lightning +18% light +16% fire +10% nature +10% cold Stealth +11 Die.at -40.00 life Heal.mod +20% Disease- +20% Confus- +20% ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dreamer's cashmere robe of alchemy (0 def, 0 armour) dreamer's cashmere robe of alchemy (0 def, 0 armour) 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Dmg.mod +8% acid +10% physical +8% fire +8% cold ----- def ----- Resists +12% acid +12% physical +12% darkness +10% cold +15% fire +14% mind +11% all Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +26 (+7 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the warrior (efficiency 126% / cooldown 85%) medical injector implant of the warrior (efficiency 126% / cooldown 85%)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 126% efficiency and cooldown mod of 85%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 149% / cooldown 77%) medical injector implant of the wizard (efficiency 149% / cooldown 77%)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 149% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 8) steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 11) steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, cold, mind, light) Prismatic Rune (6 turns; physical, cold, mind, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 cold, 5 mind, 5 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Antimagic Shell schematic: Antimagic 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. |
2 schematic: Armour Reinforcement 2 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. |
2 schematic: Corrosive Shell 2 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: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery 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. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 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: Flash Powder schematic: Flash Powder0.1 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: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 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: Spike Attachment schematic: Spike Attachment0.1 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: Spring Grapple schematic: Spring Grapple0.1 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: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 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. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
yew vilestaff of fate (20-24 power, 4 apr, blight element) yew vilestaff of fate (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glacia Glacia4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. This item has been sent to the Item's Vault. |
tundral pouch of dwarven-steel shots (17/17, 35-42 power, 3 apr) tundral pouch of dwarven-steel shots (17/17, 35-42 power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +13 cold On Crit.r2 +8 cold Shots are used with slings to pummel your foes to death. |
verdant silk robe of life (0 def, 0 armour) verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +6 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +5% blight +0% acid +13% all Max.HP +46.00 HP.reg +1.90 Heal.mod +14% Poison- +23% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) Resists +0% acid When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
duelist's reinforced leather armour of Eyal (18 def, 13 armour) duelist's reinforced leather armour of Eyal (18 def, 13 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex ----- def ----- Armour +13 Defense +18 (+4 eff.) Fatigue +8% Resists +0% acid Max.HP +55.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of leather. |
radiant iron mail armour of the deep (2 def, 5 armour) radiant iron mail armour of the deep (2 def, 5 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +1 Wil +0 Cun +0 Con ----- def ----- Armour +5 Defense +2 (+0 eff.) Fatigue +12% Resists +6% acid +6% cold +12% darkness +11% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
hardened leather belt of burglary hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
9 agate 9 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. |
8 spinel 8 spinel0.0 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. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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. |
3 aquamarine 3 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 opal 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 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. |
onyx 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
191 alchemist agate 191 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. |
Automated Portable Extractor 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. |
potent fungal web potent fungal web0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
good rustproof coating good rustproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +20% acid 20% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 21] powerful fiery salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 67% cooldown modifier. Remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 67% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 289] powerful healing salve [power 289]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 67% cooldown modifier. Heal 289 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 250] powerful pain suppressor salve [power 250]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 67% cooldown modifier. Let you fight up to -250 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
iron pickaxe 'Tarrirach' (dig speed 38 turns) iron pickaxe 'Tarrirach' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +4 Con dps ---------- Dmg.mod +5% nature +3% blight Res.pen +5% blight ----- def ----- Resists +10% nature Crit.dmg- 5.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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) 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. |
Zubitira the yew totem of thorny skin [power 46] (20 cooldown) Zubitira the yew totem of thorny skin [power 46] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% acid ----- def ----- Resists +9% temporal Mind.save +3 (+1 eff.) Max.HP +60.00 HP.reg +4.00 Knockbk- +20% Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 77. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Big Boom the Ogre Annihilator level 25
9th Allure 123rd year of Ascendancy at 18:11 see stats
By Big Boom the Ogre Annihilator level 10
10th Haze 122nd year of Ascendancy at 19:24 see stats
By Big Boom the Ogre Annihilator level 22
1st Wintertide 123rd year of Ascendancy at 13:43 see stats
By Big Boom the Ogre Annihilator level 28
2nd Regrowth 123rd year of Ascendancy at 11:36 see stats
By Big Boom the Ogre Annihilator level 10
30th Dusk 122nd year of Ascendancy at 15:12 see stats
By Big Boom the Ogre Annihilator level 20
75th Haze 122nd year of Ascendancy at 06:14 see stats
By Big Boom the Ogre Annihilator level 24
8th Allure 123rd year of Ascendancy at 12:58 see stats
By Big Boom the Ogre Annihilator level 6
27th Dusk 122nd year of Ascendancy at 14:00 see stats
By Big Boom the Ogre Annihilator level 24
9th Allure 123rd year of Ascendancy at 01:13 see stats
By Big Boom the Ogre Annihilator level 11
30th Haze 122nd year of Ascendancy at 22:20 see stats
By Big Boom the Ogre Annihilator level 21
76th Haze 122nd year of Ascendancy at 21:07 see stats
By Big Boom the Ogre Annihilator level 1
74th Pyre 122nd year of Ascendancy at 17:17 see stats
Log
Today is the 2nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:01.