


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 26 / 50% |
Size | small |
Lifes / Deaths | Killed by greater shivgoroth at level 7 on the 2nd Mirth 122nd year of Ascendancy at 08:11 0 / 8Killed by ultimate telugoroth at level 23 on the 12nd Regrowth 123rd year of Ascendancy at 09:05 Killed by Isluldann the temporal stalker at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 03:57 Killed by Chronolith Twin at level 24 on the 13rd Regrowth 123rd year of Ascendancy at 13:17 Killed by Elolle the elven cultist at level 25 on the 19th Regrowth 123rd year of Ascendancy at 00:27 Killed by elven blood mage at level 26 on the 30th Regrowth 123rd year of Ascendancy at 08:02 Killed by Shasshhiy'Kaish at level 26 on the 30th Regrowth 123rd year of Ascendancy at 17:33 Killed by Grand Corruptor at level 26 on the 30th Regrowth 123rd year of Ascendancy at 21:33 |
Primary Stats
Strength | 37 (base 19) |
Dexterity | 73 (base 55) |
Constitution | 28 (base 11) |
Magic | 14 (base 10) |
Willpower | 22 (base 10) |
Cunning | 88.6 (base 42) |
Resources
Life | -151/561 |
Mana | 190/310 |
Steam | 100/100 |
Healing Factor | 1.290960669371 |
Regeneration | 4.4250160033307 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 86 |
Accuracy | 74 |
Crit Chance | 82% |
APR | 14 |
Speed | 0.91 |
Offense: Offhand
Damage | 86 |
Accuracy | 74 |
Crit Chance | 82% |
APR | 14 |
Speed | 0.91 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Lightning | +12% |
Cold | +12% |
Physical | +28% |
Fire | +12% |
All | +2% |
Offense: Damage Penetration
Nature | +20% |
Physical | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (38.594633868923%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 13 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 19%( 70%) |
Acid | + 19%( 70%) |
Nature | + 25%( 70%) |
Temporal | + 12%( 70%) |
Cold | + 34%( 70%) |
Physical | + 27%( 70%) |
Fire | + 43%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Pinning Resistance | 47% |
Blind Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 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 100% efficiency and cooldown mod of 100%. |
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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity 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 Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed green worm. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 bear paw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +4 Die.at -80.00 life A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Master Power 168% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +27.5% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Apr +1 ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +19 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +13 (+3 eff.) Resists +15% fire Mind.save +13 (+5 eff.) ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Res.pen +5% physical Acc +22 (+5 eff.) Apr +4 Melee Ret 4 acid ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +26% Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% lightning +10% fire +10% cold +10% physical ---------- misc Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Level 2.0 Pwr.cost 20 out of 24/24. Range 20 Travel.spd 300% of base Is a spell Description: Fire a slowish bolt of a random element doing 139.63 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 15.89 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +4 Dex +5 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +4 Defense +5 (+1 eff.) Blind- +22% ---------- misc Max.stam +30.00 Infravis +3 See.Stealth +7 See.Invis +7 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +28% Knockbk- +20% ---------- misc Masteries +0.10 Steamtech/Engineering Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +29 Crit +20.0% Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +17 fire Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% All.spd +4% Res.pen +10% fire Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +6 Cun dps ---------- Phys.crit +8.0% Mind.crit +15% Mind.pwr +15 (+4 eff.) Res.pen +20% nature ----- def ----- Defense +9 (+2 eff.) Mind.save +13 (+5 eff.) Proj.slow +20% ---------- misc Equi/ret +0.16 Max.psi +30.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +29 Crit +20.0% Atk.spd 100% Range +9 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +7 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +25% nature +25% cold Mind.save +6 (+2 eff.) ---------- misc Stam/turn +2.00 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 8 fire Ranged+ 7 fire ----- def ----- Armour +27 Defense +22 (+5 eff.) Fatigue +8% Resists +9% acid +24% physical +9% cold +19% lightning +24% fire Crit.chn- 10.00% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 242.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 253.79 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% physical Res.pen +15% cold Acc +10 (+2 eff.) ----- def ----- Resists +5% arcane +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +11 Lck +2 Wil dps ---------- Crit.mult +20.00% Dmg.mod +24% fire Acc +10 (+2 eff.) Melee Ret 2 fire ----- def ----- Defense +5 (+1 eff.) Unseen.red 13% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Defense +6 (+1 eff.) Resists +3% mind +9% acid ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +43% Massive two-handed mauls. |
![]() 4.0 T4 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% acid +3% cold Res.pen +20% acid ----- def ----- Armour +4 Defense +15 (+3 eff.) Mind.save +3 (+1 eff.) Poison- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% arcane Affinity +20% arcane Spell.save +15 (+11 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.90 Heal.mod +10% ---------- misc N.En/turn +0.12 Max.N.En +26.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +4 lightning Uses 2.0 Steam While equipped: Stats +1 Str +3 Wil dps ---------- Phys.crit +4.0% Dmg.mod +6% blight Acc +9 (+2 eff.) ----- def ----- Armour +6 ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +4 darkness On Crit.r2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 37 Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +6% light +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam When used to Attack: Block +20 While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +8% Resists +21% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +10 (+2 eff.) One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Resists +6% blight HP.reg +4.00 Heal.mod +15% A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+8 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +2 Dex +4 Cun dps ---------- Phys.crit +12.0% Spell.crit +12% Mind.crit +5% Crit.mult +13.00% ----- def ----- Armour +3 Phys.save +9 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 137% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +24.0% Atk.spd 100% On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+2 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 62.53 fire and 71.46 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Wil +5 Cun +2 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% nature ---------- misc See.Invis +6 A hat made of leather. Very stylish. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind +15% fire ----- def ----- Armour +11 Fatigue +22% Resists +20% temporal ---------- misc Equi/ret +0.16 Hate/m.crit +5.00 A suit of armour made of metal plates. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Armour +3 Defense +6 (+1 eff.) Resists +5% arcane +7% physical Crit.chn- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 151] simple healing salve [power 151]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 151 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 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. |
![]() 3.0 T5 shot ammo [Rare] Nature Power 166% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +16 mind +30 cold On Hit.r1 +8 mind +8 lightning On Crit.r2 +20 mind +6 cold While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Rare] Disrupt Power 154% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Ranged+ +16 darkness +16 mind On Crit.r2 +16 darkness On Hit: * 9% chance to slow global speed by 65% * 20% chance to reduce damage dealt by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By kakalulu the Halfling Gunslinger level 18
70th Haze 122nd year of Ascendancy at 18:53 see stats
By kakalulu the Halfling Gunslinger level 13
31st Dusk 122nd year of Ascendancy at 07:16 see stats
By kakalulu the Halfling Gunslinger level 19
8th Decay 122nd year of Ascendancy at 03:33 see stats
By kakalulu the Halfling Gunslinger level 19
4th Allure 123rd year of Ascendancy at 23:41 see stats
By kakalulu the Halfling Gunslinger level 22
10th Allure 123rd year of Ascendancy at 05:34 see stats
By kakalulu the Halfling Gunslinger level 10
5th Mirth 122nd year of Ascendancy at 10:32 see stats
By kakalulu the Halfling Gunslinger level 20
5th Allure 123rd year of Ascendancy at 04:55 see stats
By kakalulu the Halfling Gunslinger level 25
18th Regrowth 123rd year of Ascendancy at 05:18 see stats
By kakalulu the Halfling Gunslinger level 7
2nd Mirth 122nd year of Ascendancy at 08:10 see stats
By kakalulu the Halfling Gunslinger level 12
2nd Flare 122nd year of Ascendancy at 00:32 see stats
By kakalulu the Halfling Gunslinger level 25
18th Regrowth 123rd year of Ascendancy at 20:48 see stats
By kakalulu the Halfling Gunslinger level 18
70th Haze 122nd year of Ascendancy at 08:46 see stats
By kakalulu the Halfling Gunslinger level 26
30th Regrowth 123rd year of Ascendancy at 17:33 see stats
Log
Kakalulu casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Ran for 2 turns (stop reason: taken damage).
Grand Corruptor's spell attains critical power!
Kakalulu is afflicted by a decrepitude disease!
Grand Corruptor receives 25 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits kakalulu for (41 flat reduction), 112 blight (112 total damage).
Grand Corruptor casts Burning Hex.
Kakalulu is hexed!
Bone Spike hits kakalulu for (20 flat reduction), 0 physical (0 total damage).
Kakalulu speeds up.
Decrepitude Disease from Grand Corruptor hits kakalulu for (41 flat reduction), 60 blight (60 total damage).
Grand Corruptor casts Pacification Hex.
Kakalulu is hexed!
Kakalulu is dazed!
Kakalulu is not dazed anymore.
Decrepitude Disease from Grand Corruptor hits kakalulu for (41 flat reduction), 60 blight (60 total damage).
Ran for 2 turns (stop reason: taken damage).
Kakalulu is dazed!
Decrepitude Disease from Grand Corruptor hits kakalulu for (41 flat reduction), 60 blight (60 total damage).
kakalulu receives 178 healing.
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Kakalulu is not dazed anymore.
Grand Corruptor hits kakalulu for (41 flat reduction), 384 blight (384 total damage).
kakalulu the level 26 halfling gunslinger was debilitated by noxious blight before falling to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
Kakalulu deactivates his cloak's restoration systems.