
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/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 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: 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 Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Gunslinger |
| Level / Exp | 23 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by toxic cannister at level 23 on the 13rd Pyre 123rd year of Ascendancy at 08:28 4 / 2Killed by Olso at level 23 on the 13rd Pyre 123rd year of Ascendancy at 08:34 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 57 (base 46) |
| Constitution | 37 (base 20) |
| Magic | 13 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 47 (base 39) |
Resources
| Life | 673/673 |
| Steam | 112/112 |
| Healing Factor | 1.2041015905906 |
| Regeneration | 2.7092285788288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +15% |
| Physical | +23% |
| Arcane | +6% |
| Acid | +8% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +25% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 38 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 34%( 70%) |
| Cold | + 36%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 42%( 70%) |
| Temporal | + 32%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 45%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 42% |
| Disarm Resistance | 0% |
| Stun Resistance | 79% |
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 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 115% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Resonance Field (+1 level(s)). | 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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)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 |
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 |
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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aregawyn (0 def, 5 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Dmg.mod +9% physical ----- def ----- Armour +5 Spell.save +12 (+5 eff.) Silence- +22% Confus- +21% Stun/Frz- +21% ---------- misc Max.stam +30.00 A pair of boots made of leather. |
| Quiver | deadly pouch of dwarven-steel shots of amnesia (19/19, 43-52 power, 3 apr)3.0 T3 shot ammo [Ego+] Master/Psionic Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 80, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 223.02 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | rough leather hat 'Oledig' (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal +3% acid Max.HP +80.00 Pinning- +10% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A hat made of leather. Very stylish. |
| On hands | heroic hardened leather gloves (0 def, 5 armour) 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +7 (+4 eff.) Max.HP +44.00 ---------- misc Talents +2 Toxic Cannister Launcher Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of lightning storm 'Ravenire' [power 116] (4/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness ----- def ----- Resists +6% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Emoribeth'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +5 Mag +6 Wil +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +5 (+3 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
| On fingers | steel quartz ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Dex +6 Cun +3 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Resists +6% cold +6% temporal +3% darkness +6% mind Spell.save +17 (+6 eff.) HP.reg +2.00 Stun/Frz- +58% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
| In main hand | mighty dwarven-steel steamgun of acid 4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 acid On Hit: * splashes acid on your target dealing 27 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 33 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% all Acc +8 (+2 eff.) Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Koruharandur the Kilnbliss (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Dex +3 Con dps ---------- Phys.crit +2.0% Res.pen +15% fire ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +1% physical +11% cold Phys.save +15 (+5 eff.) Mind.save +7 (+4 eff.) Die.at -70.00 life Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eledhenne the Thunderrain (3 def, 3 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +6% arcane +14% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +18% lightning +14% physical +9% all Phys.save +17 (+5 eff.) Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 122% / cooldown 68%)0.1 T1 implant scroll [Normal] 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 122% efficiency and cooldown mod of 68%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 138% / cooldown 60%)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 138% efficiency and cooldown mod of 60%. 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 duelist (efficiency 124% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 64%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 7)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 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 5)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 4.8 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the wizard (res 20%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 69; 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 69 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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: Steamgun0.1 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. |
Zubita the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +2 Mind.save +6 (+3 eff.) Die.at -40.00 life Silence- +20% ---------- misc See.Invis +18 Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
Cloudwing0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +3% lightning ---------- misc Infravis +3 Rings make your fingers look great! |
copper ring 'Firetide'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +10% fire Melee Ret 2 fire ----- def ----- Phys.save +6 (+2 eff.) HP.reg +4.00 Poison- +10% Pinning- +20% Rings make your fingers look great! |
acidic dwarven-steel greatmaul (44-65 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Zudir (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 acid +4 arcane On Crit.r2 +16 acid While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 16 acid 19 mind 15 darkness Dmg.mod +18% acid +19% mind +10% darkness +18% arcane Res.pen +12% acid ----- def ----- Resists +17% acid HP.reg +3.00 ---------- 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. |
steel steamgun of piercing4.0 T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +5 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Isleth the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Res.pen +10% acid Acc +5 (+1 eff.) ----- def ----- Resists +9% acid +3% temporal +9% light Pinning- +10% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
Khelylar the Glarepunish1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +21% cold Res.pen +15% light Melee Ret 10 light ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
Lightningsaw the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Wil +3 Cun +1 Con dps ---------- Dmg.mod +21% lightning ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +6 Mag +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +28.00 A belt that goes around your waist. |
Elenosus the linen cloak (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +11 (+4 eff.) Resists +6% light Crit.dmg- 5.00% Phys.save +3 (+1 eff.) Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lightningrebel' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Cun dps ---------- Dmg.mod +9% light Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 11 arcane Dmg.mod +4% arcane ----- def ----- Armour +6 Fatigue +3% Resists +4% arcane Mind.save +7 (+4 eff.) Max.HP +52.00 Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Hit: 10% Battle Shout 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Bethetta the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +1 Mag +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold ---------- misc Equi/ret +0.04 A pointy cloth hat, very wizardly... |
rough leather cap 'Zeryzor' (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +5 Fatigue +1% Resists +3% acid +3% temporal Disarm- +20% Pinning- +20% A cap made of leather. |
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. |
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 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
2 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 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. |
barbed pouch of steel shots of grasping (21/21, 25-30 power, 2 apr)3.0 T2 shot ammo [Ego++] Nature/Master Power 25.0 - 30.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of wind (42/42, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 42 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
storming pouch of iron shots of daylight (15/15, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +5 light +10 lightning Against +6% Undead On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
iron grip0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Belubrenor [power 49] (4/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.pwr +25 (+11 eff.) ---------- misc Max.psi +20.00 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive yew wand of shielding [power 248] (4/20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Olso the Thalore Gunslinger level 10
1st Flare 122nd year of Ascendancy at 11:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Olso the Thalore Gunslinger level 10
1st Flare 122nd year of Ascendancy at 11:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Olso the Thalore Gunslinger level 20
56th Regrowth 123rd year of Ascendancy at 16:54 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Olso the Thalore Gunslinger level 20
67th Regrowth 123rd year of Ascendancy at 04:39 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Olso the Thalore Gunslinger level 23
13rd Pyre 123rd year of Ascendancy at 08:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Olso the Thalore Gunslinger level 10
4th Dusk 122nd year of Ascendancy at 18:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Olso the Thalore Gunslinger level 10
6th Dusk 122nd year of Ascendancy at 18:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Olso the Thalore Gunslinger level 17
47th Regrowth 123rd year of Ascendancy at 07:56 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Olso the Thalore Gunslinger level 23
13rd Pyre 123rd year of Ascendancy at 08:34 see stats
Log
Sandworm Queen hits Olso for (28 flat reduction), 173 physical (173 total damage).
Something hits Something for 241 physical damage.
Poison from Toxic cannister hits Olso for (28 flat reduction), 72 nature, 42 healing (72 total damage) [42 healing].
Deadly Poison from Iveravena the red jelly hits Olso for (28 flat reduction), 47 fire (47 total damage).
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
You collect a new ingredient: sandworm tooth (1).
Ran for 2 turns (stop reason: taken damage).
Olso HEALS from nature damage!
Something hits Olso for (20 flat reduction), 0 nature, 8 healing (0 total damage) [8 healing].
Something hits Olso for (20 flat reduction), 0 nature, 8 healing (0 total damage) [8 healing].
Your summoned toxic cannister disappears.
Olso is not crippled anymore.
Olso is no longer being targeted by summons.
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Movement is ready to use.
Talent Implant: Steam Generator is ready to use.
Poison from Toxic cannister hits Olso for (28 flat reduction), 72 nature (72 total damage).
Deadly Poison from Iveravena the red jelly hits Olso for (28 flat reduction), 47 fire (47 total damage).
Olso the level 23 thalore gunslinger was naturalised to death by a toxic cannister on level 2 of Sandworm lair.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Iveravena the red jelly killed Olso!
Saving game...
Saving done.
Talent Static Shot is ready to use.
Talent Awesome Toss is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!
































































































