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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ignore Race/Class Locks 1.1.0Modifies 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: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) No Encumbrance 1.0.4This addon permanently sets the player's current encumbrance to zero. Please let me know if there are any issues. Infinite Cat Points 1.4.0One Cat Point per level. Cash Grab 1.4.8Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Weapon Schematics for Tinkers at Birth 1.5.5Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC. Based on a suggestion by Mel. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Superhuman |
| Class | Psyshot |
| Level / Exp | 1000 / 193363% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 400724 (base 300) |
| Dexterity | 310 (base 300) |
| Constitution | 400553 (base 300) |
| Magic | 310 (base 300) |
| Willpower | 314 (base 300) |
| Cunning | 400680 (base 300) |
Resources
| Mana | 0/745065 |
| Psi | 16713/16713 |
| Life | 198325390/198325390 |
| Stamina | 2436/367582 |
| Steam | 1000800/1000800 |
| Healing Factor | 2.5 |
| Regeneration | 500319 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | 0% |
| Spell | +200% |
| Global | +220% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1449 |
| See Stealth | 11905.226428082 |
| See Invisible | 11905.226428082 |
Offense: Mainhand
| Damage | 128404 |
| Accuracy | 2534 |
| Crit Chance | 120234% |
| APR | 800532 |
| Speed | 0.33 |
Offense: Offhand
| Damage | 25354 |
| Accuracy | 2534 |
| Crit Chance | 120232% |
| APR | 800548 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 101 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
Offense: Mind
| Mindpower | 4022 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Physical | -2% |
| Darkness | +3% |
| Mind | +2% |
| Temporal | +9% |
Offense: Damage Penetration
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 124709.54387879 (100%) |
| Defense | 2305 |
| Ranged Defense | 2305 |
| Fatigue | 0 |
| Physical Save | 4402 |
| Spell Save | 2303 |
| Mental Save | 3299 |
Defense: Resistances
| Lightning | + 53%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 53%( 70%) |
| Physical | + 53%( 70%) |
| Arcane | + 80%( 80%) |
| Fire | + 53%( 70%) |
| All | +102%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 30% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Knockback Resistance | 20% |
Inscriptions (4/5)
| 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 298% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24048.3 steam per turn. Can be activated for an instant burst of 120242 steam. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 2001.50 |
| 100/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Psionic / Action at a distance | 2001.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Steamtech / Dread | 2001.30 |
| 100/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 2001.30 |
| 1/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 2001.60 |
| 100/5 |
| 1/5 |
| 100/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 2001.30 |
| 100/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 2001.30 |
| 1/5 |
| 1/5 |
| 100/5 |
| 0/5 |
| Psionic / Nightmare | 2001.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Psionic / Gestalt | 2001.30 |
| 100/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 2001.30 |
| 50/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 2000.80 |
| 100/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Technique / Combat training | 2001.60 |
| 32/5 |
| 18/5 |
| 16/5 |
| 100/5 |
| 58/5 |
| 50/5 |
| Steamtech / Physics | 2001.40 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Spell / Stone alchemy | 2000.90 |
| 100/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 2001.40 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Steamtech / Blacksmith | 2001.20 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Steamtech / Engineering | 2001.40 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Technique / Conditioning | 2000.90 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Cunning / Scoundrel | 2000.90 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
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| 1/1 |
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| 1/1 |
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| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Negative Biofeedback |
| talent | Gestalt |
| talent | Lacerating Strikes |
| talent | Embedded Restoration Systems |
| talent | Daunting Presence |
| talent | Night Terror |
| talent | Roll With It |
| talent | Automated Cloak Tessellation |
| talent | Exploit Weakness |
| talent | Agile Gunner |
| talent | Molten Iron Blood |
| talent | Mechanical Arms |
| beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (115.2 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +1. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| On feet | grounding pair of iron boots of uncanny dodging (123 def, 123 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +123 Defense: +123 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Talent granted: +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 | Elayalraba the Murkpulverizer (22/22, 27.5-33 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * Slows global speed by 40% Damage (Ranged): +7 nature / +14 fire / +5 temporal Burst (radius 2) on crit: +6 fire When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | grounding dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +164 (+1 eff.) Changes stats: +82 Cun Rings can have magical properties. |
| Around neck | steel amulet 'Xeritira'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Con Changes resistances: +15% temporal Changes damage: +6% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
| In main hand | overgrown iron steamgun of powerRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +8% physical Life regen: +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| On hands | temporal iron gauntlets of strength (+123) (0 def, 41 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +41 Damage (Melee): 6 temporal Damage (Ranged): 5 temporal Changes stats: +123 Str Changes resistances: +5% temporal Changes damage: +3% temporal Talent granted: +2 Weapon Automaton: One Handed When used to modify unarmed attacks: Base power: 15.0 - 21.0 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | vined mindstar 'Yvath' (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +2 (+0 eff.) Damage when hit (Melee): 4 mind / 2 darkness Changes stats: +2 Str / +2 Cun / +1 Con Changes damage: +2% mind / +3% darkness Critical mult.: +7.00% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +10 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. |
| Cloak | kruk cloak (2 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% light / +10% fire A stylish kruk-style cloak, to look awesome. |
| Main armor | enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +3 Cun / +3 Wil Mental save: +11 (+1 eff.) Poison immunity: +30% Disease immunity: +30% Cut immunity: +30% Life regen: +2.00 A suit of armour made of mail. |
Inventory
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
simple frost salve [power 77] simple frost salve [power 77]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (77% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 1 turns. Medical salve. |
simple healing salve [power 944] simple healing salve [power 944]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 944, putting Talent Medical Injector on cooldown for 1 turns. Medical salve. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 1 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. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By Qiai the Superhuman Psyshot level 10
74th Pyre 122nd year of Ascendancy at 11:58 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Qiai the Superhuman Psyshot level 20
74th Pyre 122nd year of Ascendancy at 11:58 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Qiai the Superhuman Psyshot level 30
74th Pyre 122nd year of Ascendancy at 11:58 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Qiai the Superhuman Psyshot level 40
74th Pyre 122nd year of Ascendancy at 11:58 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Qiai the Superhuman Psyshot level 50
74th Pyre 122nd year of Ascendancy at 11:58 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Qiai the Superhuman Psyshot level 1000
75th Pyre 122nd year of Ascendancy at 05:07 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Qiai the Superhuman Psyshot level 1000
75th Pyre 122nd year of Ascendancy at 05:07 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Qiai the Superhuman Psyshot level 1000
75th Pyre 122nd year of Ascendancy at 05:07 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Qiai the Superhuman Psyshot level 1000
75th Pyre 122nd year of Ascendancy at 05:07 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 2.40 gold from the melting of balanced iron dagger of massacre (15-19.5 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.38 gold from the melting of balanced iron dagger of massacre (14-18.2 power, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.15 gold from the melting of Ivivea the steel waraxe (26-36.4 power, 3 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.87 gold from the melting of balanced iron greatsword (18-28.8 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 3.02 gold from the melting of balanced iron greatsword (17-27.2 power, 1 apr).
You gain 1.45 gold from the melting of elm vilestaff of power (10-12 power, 2 apr, fire element).
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 4.00 gold from the melting of schematic: Explosive Shell.
You gain 2.00 gold from the melting of steam generator implant of the warrior (steam 24047).
There is a Passageway into the Trollmire 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.
Qiai deactivates Lacerating Strikes.
Qiai deactivates Gestalt.
Qiai deactivates Exploit Weakness.
Qiai deactivates Roll With It.
Qiai deactivates Daunting Presence.
Qiai tessellates her cloak!
Qiai deactivates Through The Crowd.
Qiai deactivates Mechanical Arms.
Qiai deactivates Night Terror.
Qiai deactivates Negative Biofeedback.
Qiai deactivates Embedded Restoration Systems.
Qiai deactivates her cloak's restoration systems.
Qiai deactivates Molten Iron Blood.
Qiai deactivates Agile Gunner.
























































































































































