











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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. 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 24 / 72% |
Size | medium |
Lifes / Deaths | Killed by Xona the temporal stalker at level 24 on the 6th Flare 123rd year of Ascendancy at 19:54 / 1 |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 54 (base 49) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 78 (base 54) |
Resources
Life | -287/560 |
Stamina | 15/179 |
Steam | 100/100 |
Healing Factor | 1.1460311219418 |
Regeneration | 8.1941225218836 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 11 |
See Stealth | 82.123448791434 |
See Invisible | 75.123448791434 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 70 |
Accuracy | 53 |
Crit Chance | 34% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 53 |
Crit Chance | 29% |
APR | 19 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (57.155997060385%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 20 |
Mental Save | 35 |
Defense: Resistances
Acid | + 18%( 70%) |
Light | + 3%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 9%( 70%) |
Lightning | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Stun Resistance | 42% |
Blind Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 284 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 76 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 636% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
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 91% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 26. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. 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 sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4(-) Cun dps ---------- Mov.spd +12% (-) ----- def ----- Armour +1 (-) Defense +2 (+1 eff.) (-) Fatigue +2% (-) Stealth +10 (-) ---------- misc ShadowPwr +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | ![]() bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) (-) ---------- misc Light +6 (-) See.Stealth +6 (-) See.Invis +5 (-) 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 | ![]() Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5(-) Str +4(-) Wil +5(-) Con dps ---------- Dmg.mod +10%(-) physical ----- def ----- Armour +6 (-) Fatigue +8% (-) Phys.save +12 (+6 eff.) (-) Spell.save +12 (+12 eff.) (-) Mind.save +12 (+6 eff.) (-) ---------- misc Infravis +7 (-) Sight +2 (-) See.Stealth +15 (-) See.Invis +15 (-) Masteries +0.20(-) Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Emelumina (15 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +6(-) Cun +2(-) Dex dps ---------- Dmg.mod +9%(-) mind Acc +6 (+2 eff.) (-) Apr +8 (-) ----- def ----- Armour +2 (-) Defense +15 (+5 eff.) (-) Resists +3%(-) light Phys.save +9 (+4 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() cleansing elm wand of shielding [power 110] (2/17 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() rogue's steel ring of perseverance 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4(-) Cun ----- def ----- Defense +8 (+3 eff.) (-) HP.reg +3.00 (-) Stun/Frz- +22% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Erylathafast the gold ring 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +0(-4) Cun ----- def ----- Defense +10 (+4 eff.) (+2 (+1 eff.)) Resists +6% lightning +9% darkness Phys.save +6 (+3 eff.) Max.HP +60.00 HP.reg +0.00 (-3.00) Blind- +25% Stun/Frz- +20% (-2%) ---------- misc Infravis +4 See.Stealth +16 See.Invis +10 Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() stabilizing copper amulet of dexterity (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3(-) Dex ----- def ----- Resists +12%(-) temporal Pinning- +22% (-) Knockbk- +20% (-) Amulets make your neck look great! |
In main hand | ![]() plaguebringer's dwarven-steel dagger of projection (20-27 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Psionic Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +6.0% (-) Atk.spd 100% (-) Melee+ +10(-) blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * applies a stacking poison dealing 33 damage per turn While equipped: ----- def ----- Disease- +17% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | ![]() Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) 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 off hand | ![]() Star (10-13 power, 0 apr) 1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0(-10.5 - -13.7) Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +0 (-7) Crit +0.0% (-6.0%) Atk.spd 125% (+25%) Melee+ +0(-10) blight On Hit: 20% Epidemic 3 On Hit: * 0% chance to reduce strength, dexterity, and constitution by 6 - applies a stacking poison dealing 33 damage per turn - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + Deal 70 Light damage. While equipped: ----- def ----- Disease- +0% (-17%) ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Tap to cycle through comparison choices |
Cloak | ![]() Eremedunahir the Brightenvy (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5(-) Cun dps ---------- Mind.pwr +5 (+3 eff.) (-) Res.pen +5%(-) light +10%(-) fire Melee Ret 2(-) mind ----- def ----- Defense +1 (+0 eff.) (-) Max.HP +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() troll-hide hardened leather armour of acid resistance (9 def, 6 armour) 9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 (-) Defense +9 (+3 eff.) (-) Fatigue +8% (-) Resists +18%(-) acid Max.HP +30.00 (-) HP.reg +3.90 (-) Heal.mod +10% (-) A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -159 life. The duration and life will increase by 1% for every 1% life you have lost (currently 399 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shielding rune of the sneak (absorb 347; dur 4; cd 17) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 347 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() cleansing steel amulet of mastery (0.13 Cunning / Stealth) 0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: Stats +0(-3) Dex ----- def ----- Resists +12% blight +0%(-12%) temporal +10% nature Poison- +26% Disease- +30% Pinning- +0% (-22%) Knockbk- +0% (-20%) ---------- misc Masteries +0.13 Cunning/Stealth Amulets make your neck look great! |
![]() hateful iron dagger (10-12 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Psionic Power 9.5 - 12.3(-11.0 - -14.3) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-2) Crit +4.0% (-2.0%) Atk.spd 100% (-) Melee+ +0(-10) blight +7 darkness Against +5% Living On Hit: 20% Epidemic 3 On Hit: * 0% chance to reduce strength, dexterity, and constitution by 6 - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - applies a stacking poison dealing 33 damage per turn While equipped: ----- def ----- Disease- +0% (-17%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() iron dagger 'Unlightsaw' (10-13 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Arcane Power 10.0 - 13.0(-10.5 - -13.7) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-2) Crit +4.0% (-2.0%) Atk.spd 100% (-) Melee+ +0(-10) blight +8 darkness On Hit.r1 +12 cold On Hit: 20% Epidemic 3 On Hit: * 0% chance to reduce strength, dexterity, and constitution by 6 - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - applies a stacking poison dealing 33 damage per turn On Crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ----- def ----- Resists +6% darkness +3% temporal Disease- +0% (-17%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() dwarven-steel dagger of daylight (16-21 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 16.0 - 20.8(-4.5 - -5.9) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +6.0% (-) Atk.spd 100% (-) Melee+ +0(-10) blight +7 light Against +9% Undead On Hit: 20% Epidemic 3 On Hit: * 0% chance to reduce strength, dexterity, and constitution by 6 - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - applies a stacking poison dealing 33 damage per turn While equipped: ----- def ----- Disease- +0% (-17%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() rough leather armour 'Kindleshear' (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Res.pen +10% arcane Melee Ret 4 light ----- def ----- Armour +2 (-4) Defense +3 (+1 eff.) (-6 (-2 eff.)) Fatigue +6% (-2%) Resists +0%(-18%) acid Max.HP +0.00 (-30.00) HP.reg +2.20 (-1.70) Heal.mod +0% (-10%) ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() nimble hardened leather armour of command (18 def, 11 armour) 9.0 T3 light armor Reqs Str 16 [Ego++] Master/Psionic While equipped: Stats +2 Cun +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +11 (+5) Defense +18 (+6 eff.) (+9 (+3 eff.)) Fatigue +8% (-) Resists +0%(-18%) acid Mind.save +10 (+5 eff.) Max.HP +0.00 (-30.00) HP.reg +0.00 (-3.90) Heal.mod +0% (-10%) A suit of armour made of leather. |
![]() Yvigavena the drakeskin leather gloves (0 def, 13 armour) 1.0 T4 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Str +0(-2) Dex +4 Wil +0(-6) Cun +4 Con dps ---------- Phys.pwr +11 (+5 eff.) Dmg.mod +0%(-9%) mind Acc +8 (+3 eff.) (+2 (+1 eff.)) Apr +11 (+3) ----- def ----- Armour +13 (+11) Defense +0 (+0 eff.) (-15 (-5 eff.)) Resists +13% blight +0%(-3%) light +3% lightning Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Spell.save +23 (+11 eff.) Mind.save +12 (+5 eff.) Max.HP +69.00 Disarm- +37% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Heal.mod +10% ---------- misc Light +5 (-1) See.Stealth +0 (-6) See.Invis +0 (-5) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
potent pain suppressor salve [power 151] potent pain suppressor salve [power 151]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -151 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 21 cooldown Activation is instant. Medical salve. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Thundercast (dig speed 23 turns) 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +6% lightning ----- def ----- Defense +10 (+3 eff.) Resists +12% light ---------- misc Stam/turn +3.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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
By Dorian the Cornac Rogue level 10
36th Dusk 122nd year of Ascendancy at 04:47 see stats
By Dorian the Cornac Rogue level 20
17th Pyre 123rd year of Ascendancy at 11:27 see stats
By Dorian the Cornac Rogue level 18
15th Haze 122nd year of Ascendancy at 16:50 see stats
By Dorian the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 10:50 see stats
By Dorian the Cornac Rogue level 20
50th Regrowth 123rd year of Ascendancy at 03:05 see stats
By Dorian the Cornac Rogue level 20
50th Regrowth 123rd year of Ascendancy at 16:49 see stats
By Dorian the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 15:41 see stats
By Dorian the Cornac Rogue level 10
6th Mirth 122nd year of Ascendancy at 02:42 see stats
By Dorian the Cornac Rogue level 18
15th Haze 122nd year of Ascendancy at 05:48 see stats
Log
Dredge captain speeds up.
Talent Create Tinker is ready to use.
Haunted from Xona the temporal stalker hits Dorian for 55 mind, 42 darkness (97 total damage).
Dredge captain hits Mirror Image for 38 temporal damage.
Xona the temporal stalker uses Slash.
Xona the temporal stalker performs a melee critical strike against Mirror Image!
Xona the temporal stalker hits Mirror Image for 289 physical damage.
Dredge captain retunes the fabric of spacetime.
Gloratha the dredgling uses Battle Shout.
Xona the temporal stalker stops spinning fate.
Xona the temporal stalker stops weaving fate.
Xona the temporal stalker receives 37 healing from Unnatural Body.
Dredge casts Speed Sap.
Mirror Image is wasting away!
Mirror Image slows down.
Dredge speeds up.
Dredge hits Mirror Image for 18 temporal damage.
Dorian is not affected anymore by the salve.
Dorian is less vulnerable.
Talent Rune: Shatter Afflictions is ready to use.
Haunted from Xona the temporal stalker hits Dorian for 55 mind, 42 darkness (97 total damage).
Dredge captain hits Mirror Image for 7 physical damage.
Dorian reacts to an attack from Xona the temporal stalker, mitigating the blow!.
Dorian is jolted to attention by the damage and is no longer being beckoned.
Dorian is no longer beckoned.
Xona the temporal stalker spins fate.
Xona the temporal stalker weaves fate.
Xona the temporal stalker hits Dorian for (48 reacted , -5 stam), 107 physical (107 total damage).
Melee retaliation hits Xona the temporal stalker for 2 mind damage.
Dorian the level 24 cornac rogue was skewered to death by Xona the temporal stalker on level 3 of Temporal Rift.