















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Annihilator |
| Level / Exp | 16 / 0% |
| Size | big |
| Lifes / Deaths | Killed by Rat Lich at level 16 on the 28th Dusk 122nd year of Ascendancy at 06:34 / 1 |
Primary Stats
| Strength | 24 (base 22) |
| Dexterity | 33 (base 27) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 25 (base 11) |
| Cunning | 43 (base 34) |
Resources
| Life | -179/403 |
| Steam | 9/100 |
| Equilibrium | 10 |
| Psi | 105/115 |
| Healing Factor | 1.062941519274 |
| Regeneration | 5.1552663684788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 2 |
| See Stealth | 26 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 40 |
| Crit Chance | 19% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Darkness | +5% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30.317011280365 (92.903125182002%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 31 |
| Physical Save | 14 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Acid | + 6%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 10% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 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 59 steam. Its effects scale with your Strength 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 148% efficiency and cooldown mod of 74%. Its effects scale with your Willpower 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 127% efficiency and cooldown mod of 69%. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Skate (+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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | 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 |
Equipment
| On feet | Barachak (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Mov.spd +25% Dmg.mod +3% blight Res.pen +5% blight ----- def ----- Armour +3 Fatigue +2% ---------- misc Talents +1 Rocket Boots 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 steel shots of erosion (21/21, 118% power, 2 apr) 3.0 T2 shot ammo [Ego+] Nature/Psionic Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +5 nature +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage While equipped: ---------- misc Talents +1 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Goryrak' 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +5% darkness Apr +3 ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Max.stam +10.00 Light +2 Infravis +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. |
| On head | rough leather hat 'Ce'Nitta' (5 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Cun +3 Con ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% lightning Mind.save +9 (+5 eff.) HP.reg +4.00 Disease- +20% Cut- +10% Teleport- +10% A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Nerita' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Wil dps ---------- Phys.crit +5.0% Res.pen +20% physical Acc +15 (+5 eff.) Apr +2 ----- def ----- Armour +2 Fatigue +3% Die.at -40.00 life ---------- misc Talents +1 Fatal Attractor 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 | supercharged iron torque of psionic shield [power 35] (23/30 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 35 for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% light +10% darkness Blind- +23% Amulets make your neck look great! |
| In main hand | overgrown iron steamgun 4.0 T1 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Hit: 10% Overgrowth 1 On Hit: * splashes acid on your target dealing 19 damage and reducing their armor Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | cleansing rough leather belt of the giants1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% acid +6% blight Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Hydraleg' (0 def, 6 armour, 140% power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 140% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 While equipped: Stats +3 Cun ----- def ----- Armour +6 Fatigue +8% Resists +6% temporal +6% fire Spell.save +9 (+5 eff.) Max.HP +54.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Max.HP +32.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour of lightning resistance (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Hardiness +20% Defense +2 (+1 eff.) Fatigue +17% Resists +16% lightning A suit of armour made of mail. |
Inventory
medical injector implant of the duelist (efficiency 112% / cooldown 70%)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 112% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 97% / cooldown 81%)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 97% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the wizard (range 4; phase 13; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Oozepeal the steel dagger (108% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 108% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +20 cold While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% nature Sharp, short and deadly. |
Kindleumbra (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 acid On Hit: * 20% chance to reduce armor by 14% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Res.pen +5% light Melee Ret 2 light ----- def ----- Armour +2 Spell.save +12 (+6 eff.) Max.HP +40.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Emelothra (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Mind.crit +8% Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.16 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of illumination (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 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 and deals 47.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of might (127% power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 127% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+4 eff.) Dmg.mod +24% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashpoint4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
steady dwarven-steel steamgun of cold4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% cold Acc +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coalreign (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Melee+ 8 fire Dmg.mod +4% fire Apr +3 Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Resists +12% lightning +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanodur (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee+ 6 fire Dmg.mod +5% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +5% arcane +15% fire ---------- misc Psi/ret +0.04 Max.hate +6.00 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. |
Raindeath the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +8% nature +12% cold ----- def ----- Armour +2 Fatigue +3% Resists +12% cold +9% fire +6% mind +9% nature 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. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bethytira the iron plate armour (20 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: ----- def ----- Armour +9 Defense +20 (+10 eff.) Fatigue +22% Resists +6% arcane +6% acid Spell.save +23 (+12 eff.) Disease- +20% Cut- +10% A suit of armour made of metal plates. |
Gilrawen the steel shield (0 def, 10 armour, 113% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 113% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 physical +11 cold On Crit.r2 +15 light +13 fire While equipped: Stats +2 Str +3 Dex +1 Wil dps ---------- On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +19% acid +10% cold +7% light +7% fire ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
46 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 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 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. |
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. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 32/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 125] simple healing salve [power 125]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 125 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. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast [power 100] (23/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful elm totem of stinging [power 122] (23/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Danerie the Thalore Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 16:26 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Danerie the Thalore Annihilator level 10
3rd Mirth 122nd year of Ascendancy at 16:41 see stats
Log
Danerie is no longer blood locked.
Something hits Guardian turret for (20 shared) damage.
Something hits Danerie for (6 exoskeleton), 83 darkness (83 total damage).
Something killed Guardian turret!
Danerie uses Gift of the Woods.
Danerie starts regenerating health quickly.
Danerie activates Shockstaff.
Danerie uses Nature's Touch.
Danerie receives 168 healing.
Faerlhing's arcane area effect hits Guardian turret for (26 shared) damage.
Faerlhing's arcane area effect hits Danerie for (0 exoskeleton), 119 arcane (119 total damage).
Faerlhing's arcane area effect killed Guardian turret!
Talent Block is ready to use.
Talent Grenade Launcher is ready to use.
Talent Steamgun Turret is ready to use.
Something strikes Danerie in the darkness (+30% damage).
Something hits Guardian turret for (24 shared) damage.
Something hits Danerie for (6 exoskeleton), 104 darkness (104 total damage).
Something killed Guardian turret!
Danerie uses Block.
Danerie performs a melee critical strike against Something!
A static shield forms around Danerie.
Danerie hits Something for 0 fire damage.
Rat Lich's creeping dark hits Danerie for (30 blocked), 0 darkness (0 total damage).
Something strikes Danerie in the darkness (+30% damage).
Something hits Danerie for (77 blocked), (0 exoskeleton), 208 darkness (208 total damage).
Something hits Guardian turret for (46 shared) damage.
Danerie the level 16 thalore annihilator was swallowed by the void to death by a Rat Lich on level 1 of Forsaken Crypt.































































































