
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
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 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Psyshot |
| Level / Exp | 20 / 69% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 79 (base 48) |
| Constitution | 24 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 35 (base 19) |
| Cunning | 48 (base 32) |
Resources
| Life | 334/334 |
| Psi | 115/115 |
| Steam | 100/100 |
| Healing Factor | 1.3672674059366 |
| Regeneration | 20.167194237565 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 66 |
| Crit Chance | 37% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 54 |
| Crit Chance | 28% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Arcane | +18% |
| Cold | +10% |
| All | 0% |
| Lightning | +15% |
| Physical | +10% |
| Mind | +21% |
| Fire | +18% |
| Darkness | +3% |
Offense: Damage Penetration
| Physical | +6% |
| Mind | +10% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 27 (58.594633868923%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 37%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 41%( 70%) |
| All | + 31%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 33%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 17% |
| Disarm Resistance | 70% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning 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 134% efficiency and cooldown mod of 83%. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Secrets of the Eternals |
| talent | Gestalt |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
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 lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. 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 honey tree root. * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +2 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | barbed pouch of dwarven-steel shots of grasping (19/19, 152% power, 3 apr) 3.0 T3 shot ammo [Ego++] Nature/Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Haligodig'2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Dmg.mod +3% acid ----- def ----- Defense +5 (+2 eff.) Die.at -40.00 life ---------- 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 | Xata (20 def, 9 armour) 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +9 Defense +20 (+5 eff.) Fatigue +3% Resists +12% nature +4% all Phys.save +8 (+4 eff.) Die.at -40.00 life HP.reg +4.00 Heal.mod +15% Disease- +10% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A hat made of leather. Very stylish. |
| On hands | restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +6.00 Disarm- +70% ---------- misc Stam/turn +0.70 Max.stam +13.00 Talents +2 Iron Grip 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. |
| Tool | Gorab the Gleammarrow [power 165] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning +21% mind Res.pen +10% mind ----- def ----- Resists +3% light ---------- misc Light +2 Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Sunfist'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +7 Cun dps ---------- Phys.pwr +15 (+5 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +4 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 Light +2 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +12 ----- def ----- Defense +10 (+3 eff.) Resists +8% nature +8% blight Poison- +17% Disease- +19% Stun/Frz- +30% 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! |
| Around neck | Elille the Cystarc0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +15% arcane ----- def ----- Fatigue -10% Resists +11% lightning +3% nature HP.reg +3.00 Stun/Frz- +30% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | Shadowquarry 4.0 T2 steamgun 1H weapon [Random Unique] Arcane/Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 fire +4 darkness +9 draining blight On Hit.r1 +36 20% chance of physical repulsion On Crit.r2 +4 darkness Uses 2.0 Steam While equipped: Stats +6 Con +7 Wil dps ---------- Dmg.mod +3% darkness +8% fire On Hit (Ranged): * 20% chance to reduce damage dealt by 21% ----- def ----- Max.HP +29.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Polynor the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Wil +3 Cun ----- def ----- Defense +10 (+3 eff.) Resists +6% lightning +9% fire +3% light +3% temporal Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+6 eff.) Stealth +10 HP.reg +1.50 Heal.mod +10% ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
| In off hand | Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
| Cloak | Unryzor the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Wil +4 Con dps ---------- Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning Spell.save +6 (+3 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 1 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +1 Hardiness +20% Defense +12 (+3 eff.) Fatigue +5% Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 756%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 515%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 515% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 437; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 437 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 80; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 329; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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. |
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 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: 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. |
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. |
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: 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: Itching 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. |
5 schematic: Pain Suppressor 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: Razor 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. |
schematic: Shocking Touch0.1 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 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: 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 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. |
schematic: Waterproof 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. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 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. |
copper amulet 'Icewisp'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +6% mind Res.pen +15% fire +5% mind +15% cold Melee Ret 4 cold ----- def ----- Fatigue -5% Resists +9% cold HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
grounding copper amulet of mastery (0.11 Psionic / Gestalt)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.11 Psionic/Gestalt Amulets make your neck look great! |
Flashtitan0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +29% lightning +3% temporal +3% cold Rings make your fingers look great! |
Glira the Woebright0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% lightning Melee Ret 2 darkness ----- def ----- Resists +22% lightning +1% physical ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring 'Aereselaith'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +15 (+4 eff.) Resists +3% cold +1% physical +3% darkness +9% nature Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Poison- +10% Rings make your fingers look great! |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Resists +22% cold Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Coalwasp1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Res.pen +5% physical On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) Max.HP +32.00 ---------- misc Max.stam +10.00 A belt that goes around your waist. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +20% Confus- +21% Stun/Frz- +24% A pair of boots made of leather. |
Earakath the linen wizard hat (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Defense +6 (+2 eff.) Resists +6% fire +9% cold Max.HP +60.00 Pinning- +10% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Elenulerach the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% fire +6% light A hat made of leather. Very stylish. |
Layorirabeth the Obsidianhash (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Dmg.mod +3% darkness Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +7 Fatigue +1% Phys.save +3 (+1 eff.) Die.at -60.00 life A cap made of leather. |
6 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. |
113 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glareumbra the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Con dps ---------- Dmg.mod +3% light +9% nature Res.pen +5% light ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gumina (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +20 (+6 eff.) ----- def ----- Fatigue -4% Mind.save +9 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 83% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 177] simple healing salve [power 177]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 83% cooldown modifier. Heal 177 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Zanamnir the Shimmerterror (18/18, 145% power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 146% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +20 lightning +12 physical +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 162 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots of crippling (19/19, 111% power, 1 apr)3.0 T1 shot ammo [Ego++] Master/Psionic Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 19 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
good corrosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
steel torque of gale force [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
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. |
8 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 +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. |
7 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 (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tales of Baj'Skorv the Shalore Psyshot level 10
1st Flare 122nd year of Ascendancy at 12:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tales of Baj'Skorv the Shalore Psyshot level 10
9th Mirth 122nd year of Ascendancy at 06:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tales of Baj'Skorv the Shalore Psyshot level 20
68th Haze 122nd year of Ascendancy at 04:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Tales of Baj'Skorv the Shalore Psyshot level 18
36th Haze 122nd year of Ascendancy at 05:28 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tales of Baj'Skorv the Shalore Psyshot level 17
28th Haze 122nd year of Ascendancy at 11:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tales of Baj'Skorv the Shalore Psyshot level 6
3rd Mirth 122nd year of Ascendancy at 04:08 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tales of Baj'Skorv the Shalore Psyshot level 18
61st Haze 122nd year of Ascendancy at 04:44 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tales of Baj'Skorv the Shalore Psyshot level 5
1st Mirth 122nd year of Ascendancy at 20:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tales of Baj'Skorv the Shalore Psyshot level 16
20th Haze 122nd year of Ascendancy at 06:01 see stats
Log
There is a Last Hope (Town) 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...
Today is the 80th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 1st Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 2nd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:35.
Today is the 3rd Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Today is the 5th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Ran for 2 turns (stop reason: hostile spotted to the southwest (ziguranth patrol)).
Saving done.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 8th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 9th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
There is a A mysterious hole in the beach here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
Tales of Baj'Skorv deactivates his cloak's restoration systems.





































































































