










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Stone Warden Race Unlock 1.7.2Removes race lock from stone warden that prevents creation of non-dwarf stone wardens. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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. Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
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: Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (spicy) |
Sex | Female |
Race | Ghoul |
Class | Adventurer |
Level / Exp | 11 / 37% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 20 (base 12) |
Constitution | 29 (base 12) |
Magic | 36 (base 36) |
Willpower | 20 (base 18) |
Cunning | 18 (base 15) |
Resources
Insanity | 0/100 |
Psi | 156/156 |
Life | 307/307 |
Positive | 70/70 |
Paradox | 436 |
Healing Factor | 1.3024687383468 |
Regeneration | 0.32561718458669 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +59.414208392446% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 13 |
Accuracy | 28 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Light | +3% |
Mind | +6% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 25 (38.594633868923%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 19 |
Mental Save | 13 |
Defense: Resistances
Nature | + 3%( 70%) |
Darkness | + 6%( 70%) |
Light | + 6%( 70%) |
Temporal | + 3%( 70%) |
Blight | + 3%( 70%) |
Cold | + 16%( 70%) |
Fire | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Beyond the Flesh |
talent | Reality Smearing |
talent | Kinetic Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have 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 |
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 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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
Equipment
Psionic focus | ![]() Demonhash (24-36 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 Base power: 24.0 - 36.0(+11.0 - +17.8) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 * 10% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +4 blight / +0(-7) mind When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Massive two-handed battleaxes. Tap to cycle through comparison choices |
Light source | ![]() Manyfast the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour: +6 (-) Physical save: +6 (+3 eff.) (-) Hate when firing a critical mind attack: +1.00 (-) Only die when reaching: -40.00 life (-) Light radius: +3 (-) Healing mod.: +10% (-) 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 'Suntrial' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Armour: +3 (-) Fatigue: +1% (-) Changes stats: +1(-) Str / +1(-) Con Changes damage: +12%(-) physical / +3%(-) light / +3%(-) mind Infravision radius: +2 (-) A hat made of leather. Very stylish. |
On feet | ![]() Goma the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Cun / +3(-) Dex Changes resistances: +9%(-) fire Changes damage: +3%(-) mind Blindness immunity: +10% (-) Poison immunity: +20% (-) Healing mod.: +5% (-) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | ![]() Xanyrin the Freezedash [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Defense: +20 (+10 eff.) (-) Damage when hit (Melee): 2(-) cold Changes resistances penetration: +5%(-) physical It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() titan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Con Physical save: +6 (+3 eff.) (-) Rings make your fingers look great! |
Around waist | ![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() iron longsword 'Gilayadan' (13-18 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 10% chance to reduce all saves and defense by 16 Damage (Melee): +7(-) mind When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +4(-) Wil / +2(-) Cun / +1(-) Con Changes resistances: +6%(-) darkness Sharp, long, and deadly. Tap to cycle through comparison choices |
On hands | ![]() Cinderraven (0 def, 7 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +1% (-) Damage (Melee): 6(-) physical Changes stats: +4(-) Dex Changes resistances: +3%(-) blight / +9%(-) fire / +3%(-) temporal Changes damage: +4%(-) physical 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. |
In off hand | ![]() Emekira the Fogmarrow (0 def, 2 armour, 18 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 (-) Fatigue: +8% (-) Changes resistances: +3%(-) nature Talents granted: +1.00(-) Block Critical mult.: +5.00% (-) Maximum life: +102.00 (-) Handheld deflection devices. |
Cloak | ![]() Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() Layugaba the Glowbreacher (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (-) Fatigue: +6% (-) Changes resistances: +6%(-) light / +16%(-) cold Maximum life: +40.00 (-) Light radius: +1 (-) A suit of armour made of leather. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.4 steam per turn. Can be activated for an instant burst of 22 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the titan (absorb 49; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20(+2) Travel Speed: 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 49(-1) 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 +Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 5 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-3.0 - -6.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() shimmering ash magestaff of might (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+2.0 - -0.2) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +32.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() flaming iron battleaxe of massacre (22-32 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.5 - 32.2(+8.5 - +14.1) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind Damage (radius 1) on hit: +7 fire When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() iron battleaxe of massacre (21-32 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5(+8.0 - +13.3) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() slime-covered iron battleaxe of erosion (14-21 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0(+1.0 - +2.8) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 7% chance to slow global speed by 41% * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind / +7 nature When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() balanced iron greatmaul of massacre (26-38 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.5 - 38.2(+12.5 - +20.1) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +9 (+5 eff.) (+4 (+2 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Disarm immunity: +29% Massive two-handed mauls. Tap to cycle through comparison choices |
![]() iron greatsword (18-28 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0(+4.5 - +9.8) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +0(-7) mind When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +0%(-6%) darkness Massive two-handed swords. Tap to cycle through comparison choices |
![]() Starreeve (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-10.0 - -14.9) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Melee): +8 light / +0(-7) mind Damage (radius 1) on hit: +4 light When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +3 Str / +2 Dex / +2 Mag / +0(-4) Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +3% blight / +0%(-6%) darkness Changes damage: +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() Bearerig the Murkwreck (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Defense: +1 (+0 eff.) Damage when hit (Melee): 2 fire Changes stats: +2 Cun / +1 Dex Changes resistances: +3% nature Changes damage: +6% fire / +9% nature / +3% mind Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Unlightparry (1 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +4 Defense: +1 (+0 eff.) Critical mult.: +5.00% Mental save: +9 (+8 eff.) Maximum life: +33.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Lelarab the pair of rough leather boots (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 (+3) Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes stats: +0(-3) Cun / +0(-3) Dex Changes resistances: +0%(-9%) fire Changes resistances penetration: +5% blight / +5% mind Changes damage: +6% blight / +0%(-3%) mind Blindness immunity: +0% (-10%) Poison immunity: +0% (-20%) Infravision radius: +1 Healing mod.: +0% (-5%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
![]() Belakira the rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +1 (-2) Fatigue: +1% (-) Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +6% acid / +5% fire / +6% cold Changes damage: +0%(-3%) mind / +0%(-12%) physical / +6% arcane / +0%(-3%) light Maximum mana: +60.00 Infravision radius: +0 (-2) A hat made of leather. Very stylish. |
![]() linen wizard hat 'Unlightblood' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-3) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Damage when hit (Melee): 2 darkness Changes stats: +0(-1) Str / +0(-1) Con Changes damage: +0%(-3%) mind / +0%(-12%) physical / +6% darkness / +0%(-3%) light Silence immunity: +20% Psi each turn: +0.10 Maximum life: +20.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
![]() rough leather hat 'Ce'Nina' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +1 (-2) Fatigue: +1% (-) Effects on melee hit: * 20 arcane resource burn Changes stats: +3(+2) Str / +0(-1) Con Changes resistances: +3% blight Changes damage: +12%(-) physical / +0%(-3%) light / +0%(-3%) mind Stamina each turn: +1.00 Infravision radius: +0 (-2) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 53.3 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Armour: +1 (-2) Fatigue: +1% (-) Changes stats: +0(-1) Str / +3(+2) Con Changes damage: +0%(-12%) physical / +0%(-3%) light / +0%(-3%) mind Infravision radius: +0 (-2) A cap made of leather. |
![]() 0.00 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered 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) Activation costs 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. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +5 (+2 eff.) (-15 (-8 eff.)) Damage when hit (Melee): 0(-2) cold Changes stats: +5 Lck Changes resistances penetration: +0%(-5%) physical 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. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 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. |
![]() soothing elm wand of conjuration [power 105] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +0 (+0 eff.) (-20 (-10 eff.)) Damage when hit (Melee): 0(-2) cold Changes resistances penetration: +0%(-5%) physical It can be used to fire a magical bolt dealing 105 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Xanyrin the Freezedash [power 116] (15 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +0 (+0 eff.) (-20 (-10 eff.)) Damage when hit (Melee): 0(-2) cold Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +0%(-5%) physical 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Undyne the Ghoul Adventurer level 10
10th Dusk 122nd year of Ascendancy at 21:26 see stats
By Undyne the Ghoul Adventurer level 4
7th Flare 122nd year of Ascendancy at 00:22 see stats
By Undyne the Ghoul Adventurer level 11
15th Dusk 122nd year of Ascendancy at 05:41 see stats
By Undyne the Ghoul Adventurer level 9
10th Flare 122nd year of Ascendancy at 18:01 see stats
Log
You are now inscribed with Rune: Shielding.
Talent Rune: Shielding is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Saving done.
Today is the 24th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 25th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 26th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Ran for 2 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 27th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
Today is the 28th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 29th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).