










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 16 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 16 bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves, wererats, temporal mages and dragon queens and discover unique artifacts in your journey to glory!
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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 Bloodriver Classes 1.7.6Adds some Mage subclasses. Currently, adds the following classes: Bloodriver Adherent --- Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! --- Bloodriver Staffmasters do not attune so much to arcane energies compared to Adherents. Instead, they hone themselves to gain martial prowess. While they don't have easy access to basic element trees compared to Adherents, they have their own unique talents with stronger emphasis on bleed. --- If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodrivers! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Eternal Predator 1.7.6Infinite talent theft via Digest. Allows the theft of active and passive talents as long as it doesn't violate: Talents that cannot be used by the player (none currently exist), some talents relating to permanent minions, some prodigies, inscriptions, hidden talents, talents that permanently alter the world (and hence can't be unlearned), and talents from Misc/Object Techniques are not eligible to be stolen. Additionally, you are unable to steal 'Anti-Magic' talents. Hotfix 1.02: Allows players to use digest on all rankings (Boss/Elite Boss and above). The catch is the instadeatth feature is not available, meaning 'digest' has to be the killing blow otherwise it will not activate. Fixed passive talent gain. Patched out Anti-Magic talents as they disable writhing one talents. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. 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 Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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 Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 22 / 28% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 22 (base 17) |
| Magic | 51 (base 43) |
| Willpower | 27 (base 12) |
| Cunning | 40 (base 24) |
Resources
| Mana | 331/331 |
| Negative | 113/113 |
| Life | 365/365 |
| Paradox | 300 |
| Soul | 0/10 |
| Hate | 47/100 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Insanity | 0/100 |
| Positive | 113/113 |
| Stamina | 206/206 |
| Psi | 97/97 |
| Healing Factor | 1.2124166372473 |
| Regeneration | 2.7279374338064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 58 |
| See Invisible | 58 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 33 |
| Crit Chance | 20% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Lightning | +3% |
| Light | +6% |
| Darkness | +12% |
| Blight | +15% |
| Mind | +3% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 2 |
| Physical Save | 37 |
| Spell Save | 28 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Darkness | + 11%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 20% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 85% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 200 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thermal Shield |
| talent | Kinetic Shield |
| talent | Chaos Orbs |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost 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 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of squid ink. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 |
Equipment
| Psionic focus | potent elm starstaff of power (12-14 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +12 (+4 eff.) Dmg.mod +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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 | Flashravager (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% light +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +3% nature +9% mind Mind.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Dawnfurnace' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +1 Mag ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Die.at -20.00 life Silence- +20% Confus- +33% Stun/Frz- +22% A pair of boots made of leather. |
| Tool | Bloodriver Pickaxe (dig speed 18 turns) Bloodriver Pickaxe (dig speed 18 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Spell.crit +5% S.pwr/crit +10 ----- def ----- Cut- +20% While carried: ---------- misc Talents +1 Dig On Spell Hit: 10% Mudslide 1 Instant Dig: Level 3.0 Pwr.cost 12 out of 12/12. Range melee/personal Travel.spd instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Tarrychak the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +11% nature ----- def ----- Defense +15 (+6 eff.) Resists +9% cold +22% nature +1% physical ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| Around neck | Yvelaith the Prismspawn0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +2 Mag +3 Cun +5 Con dps ---------- S.pwr/crit +2 Mov.spd +10% Res.pen +5% light ----- def ----- Fatigue -5% Resists +10% mind +6% temporal HP.reg +2.00 Confus- +24% ---------- misc Stam/turn +0.30 Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
| In main hand | ash vilestaff 'Sunmonster' (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Spell.crit +12% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) Spell.pwr +13 (+4 eff.) Dmg.mod +15% blight +3% fire Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +9% fire ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 83.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.56 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Around waist | Xeryma1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +5 Cun +3 Con dps ---------- Mind.crit +1% Phys.pwr +3 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
| Cloak | Shimmerspiker the linen cloak (7 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Max.HP +100.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Gloomraider' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil +2 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% acid +11% light +11% darkness +6% mind Mind.save +10 (+4 eff.) ---------- misc Light +1 A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 265; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Voreth (3-3 power, 13 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +3.0% Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% blight Poison- +20% Disease- +11% Pinning- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Koregrim the ash vilestaff (18-22 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +6% Spell.pwr +8 (+3 eff.) Dmg.mod +18% blight +3% arcane ----- def ----- Phys.save +7 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.21 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Scorchsteel the elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex +1 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness Res.pen +10% fire Acc +15 (+7 eff.) Apr +3 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Gloreyalaith' (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 11.0 - 15.4 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 arcane +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: Stats +3 Mag dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +5% temporal Disarm- +26% Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+5 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. |
8 agate0.0 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. |
Airpiercer (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% acid +6% lightning +6% nature +6% darkness Spell.save +3 (+1 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 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. |
Crystal Focus0.0 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of clear mind 'Malivor' [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil dps ---------- S.pwr/crit +4 ---------- misc Max.mana +60.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
6 ametrine0.0 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. |
8 citrine0.0 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. |
3 zircon0.0 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By yeektent the Yeek Adventurer level 10
4th Flare 122nd year of Ascendancy at 01:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By yeektent the Yeek Adventurer level 20
16th Dusk 122nd year of Ascendancy at 20:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By yeektent the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 20:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By yeektent the Yeek Adventurer level 9
2nd Flare 122nd year of Ascendancy at 13:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By yeektent the Yeek Adventurer level 13
10th Flare 122nd year of Ascendancy at 02:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By yeektent the Yeek Adventurer level 17
11st Dusk 122nd year of Ascendancy at 11:50 see stats
Log
You gain 2.17 gold from the melting of impenetrable steel mail armour of clarity (2 def, 13 armour).
You gain 7.85 gold from the melting of linen wizard hat 'Emara' (1 def, 0 armour).
You gain 6.29 gold from the melting of linen wizard hat 'Corpsetrencher' (1 def, 0 armour).
You gain 6.12 gold from the melting of pair of rough leather boots 'Emarewen' (5 def, 3 armour).
You gain 6.62 gold from the melting of Aritira the linen cloak (1 def, 0 armour).
You gain 7.10 gold from the melting of rough leather belt 'Stormpall'.
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 1.96 gold from the melting of horrifying mossy mindstar of resolve (3-3 power, 12 apr, mind damage).
You collect a new ingredient: lump of iron (1).
You gain 1.66 gold from the melting of hateful iron mace (12-16 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.68 gold from the melting of balanced iron longsword of massacre (16-22 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 6.86 gold from the melting of Layiyavea the Glowlace (16-25 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.15 gold from the melting of thought-forged iron greatmaul (18-28 power, 1 apr).
You collect a new ingredient: lump of steel (1).
You gain 6.75 gold from the melting of Amybers the steel greatmaul (30-44 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.45 gold from the melting of iron dagger of massacre (16-21 power, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.95 gold from the melting of balanced steel dagger of massacre (17-22 power, 6 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 20.00 gold from the melting of Shantiz the Stormblade (15-20 power, 20 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.74 gold from the melting of balanced steel battleaxe of massacre (32-48 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 4.12 gold from the melting of balanced iron battleaxe of erosion (17-26 power, 1 apr).
There is a way to the previous level 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.





































































