










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 36 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinomina the brown bear at level 22 on the 9th Regrowth 123rd year of Ascendancy at 22:59 0 / 7Killed by skeleton master archer at level 29 on the 75th Regrowth 123rd year of Ascendancy at 14:43 Killed by Ce'Nyletha the animated hand at level 31 on the 12nd Pyre 123rd year of Ascendancy at 12:46 Killed by Poltergeist Frostbite at level 34 on the 58th Pyre 123rd year of Ascendancy at 06:38 Killed by Celia at level 34 on the 1st Mirth 123rd year of Ascendancy at 04:51 Killed by Lisanne the corrupted plasmic disruptor at level 35 on the 3rd Dusk 123rd year of Ascendancy at 16:09 Killed by Cyruna the ghoulking at level 35 on the 11st Dusk 123rd year of Ascendancy at 22:23 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 42 (base 31) |
| Magic | 84 (base 60) |
| Willpower | 59 (base 54) |
| Cunning | 41 (base 15) |
Resources
| Life | 781/781 |
| Mana | 430/430 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.353988003127 |
| Regeneration | 15.232365035179 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +35.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 18 |
| Crit Chance | 27% |
| APR | 21 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 36% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +49% |
| Blight | +22% |
| Arcane | +26% |
| Cold | +17% |
| All | +2% |
| Darkness | +5% |
| Physical | +12% |
| Fire | +93% |
| Nature | +43% |
Offense: Damage Penetration
| Physical | +42% |
| Temporal | +52% |
| All | +32% |
| Arcane | +42% |
| Fire | +107% |
| Nature | +47% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 51 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 35 |
| Mental Save | 48 |
Defense: Resistances
| Arcane | + 27%( 70%) |
| Cold | + 20%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 53%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 29%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
| Stun Resistance | 96% |
| Silence Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 787 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1409% for 10 turns (775 total) and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) 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. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phantasmal Shield |
| talent | Burning Wake |
| talent | Wildfire |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Spellcraft |
| talent | Shielding |
| talent | Aether Permeation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Adolle the cold drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Cyrytta the giant venus flytrap. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | 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.. | 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 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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed skeleton mage skull. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * '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 vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Brenikalthomas (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% physical Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Armor +1 Resistance +7% fire +6% cold Physical save +15 (+5 eff.) Life +60.00 Poison Resist +20% Pinning Resist +35% Knockbk Resist +25% Teleport Resist +120% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Searwilter'1.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: offense ------ Damage +9% fire Ignore resists +5% fire +7% all Ignore Armor +8 When Hit 16 fire defense ------ Resistance +9% lightning +14% fire other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eremoran (6 def, 10 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +10 Cun +5 Str offense ------ Spell Crit +2% Spellpower/crit +10 defense ------ Armor +10 Defense +6 (+2 eff.) Fatigue +3% Resistance +5% arcane +4% all Physical save +9 (+3 eff.) Mind save +33 (+11 eff.) Life +80.00 Silence Resist +20% A hat made of leather. Very stylish. |
| Tool | Deloleran (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex offense ------ Spellpower +10 (+2 eff.) Damage +24% arcane Ignore Shields +30% defense ------ Armor +10 Defense +6 (+2 eff.) Resistance +8% physical Unlife -60.00 life other ------- Max mana +100.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Murkswift'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+1 eff.) Damage +12% nature +3% darkness Ignore resists +10% arcane defense ------ Fatigue -5% Resistance +24% nature +6% darkness other ------- Encumbrance +21 Rings make your fingers look great! |
| On fingers | Getadedig0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Con offense ------ Ignore resists +20% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +9% temporal Physical save +6 (+2 eff.) Life +49.00 Life Regen +8.00 Healmod +12% Blind Resist +24% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
| Around waist | Grinestir the hardened leather belt |
| In main hand | dragonbone magestaff 'Loamblack' (136% power, 6 apr, fire element) 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +20.00% Spellpower +15 (+4 eff.) Mindpower +20 (+6 eff.) Damage +15% cold +9% nature +30% fire Ignore resists +15% nature other ------- Mana/turn +5.00 Hate-on-crit +4.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves of war-making (0 def, 6 armour) 1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +7% Critical power +8.00% defense ------ Armor +6 Mind save +8 (+3 eff.) Life +56.00 other ------- Talents +5 Project Saw 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. |
| Main armor | Firewalker (15 def, 10 armour) 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+3 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +10 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Crit Resistance 28.00% Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
| Cloak | resilient cashmere cloak of implacability (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +30% lightning Physical save +8 (+3 eff.) Mind save +9 (+3 eff.) Unlife -50.00 life Life +37.00 Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nerethra the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Cun +6 Con offense ------ Physical Power +7 (+3 eff.) Move Speed +10% Combat Speed +10% Damage +18% acid +7% physical When Hit 4 acid defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Inventory
medical injector implant of the duelist (efficiency 116% / cooldown 56%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Phial of the Ultimate Bearness0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
stormshield rune of the titan (threshold 8; blocks 3; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 3 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 Encumbrance 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. |
schematic: Air Recycler0.1 Encumbrance 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. |
schematic: Crystal Plating0.1 Encumbrance 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. |
schematic: Flash Powder0.1 Encumbrance 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. |
schematic: Focus Lens0.1 Encumbrance 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. |
schematic: Itching Powder0.1 Encumbrance 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. |
schematic: Kinetic Stabiliser0.1 Encumbrance 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. |
schematic: Pain Suppressor Salve0.1 Encumbrance 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. |
schematic: Steamgun0.1 Encumbrance 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. |
schematic: Steamsaw0.1 Encumbrance 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. |
schematic: Toxic Cannister Launcher0.1 Encumbrance 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. |
schematic: Viral Injector0.1 Encumbrance 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. |
2 schematic: Water Salve0.1 Encumbrance 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. |
schematic: Waterproof Coating0.1 Encumbrance 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. |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
elven-wood starstaff 'Bleakbane' (129% power, 5 apr, physical element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Con offense ------ Physical Crit +9.0% Spell Crit +8% Physical Power +13 (+6 eff.) Spellpower +30 (+7 eff.) Mindpower +10 (+3 eff.) Damage +25% physical +3% mind +6% darkness Accuracy +11 (+5 eff.) defense ------ Defense +13 (+4 eff.) Resistance +3% lightning +15% fire +2% physical Life Regen +1.30 Healmod +25% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 109.79 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. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spell Crit +5% defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) other ------- Max mana +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Magmavice (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +6% Spellpower +25 (+6 eff.) Damage +15% arcane +9% fire defense ------ Armor +3 Resistance +10% fire +10% cold A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
3 agate0.0 Encumbrance 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. |
542 alchemist agate0.0 Encumbrance 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. |
3 onyx0.0 Encumbrance 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 42.26 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor0.0 Encumbrance 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. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
great water salve [power 17] great water salve [power 17]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 Encumbrance 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. |
great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection field0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +10 (+3 eff.) Slow Projectiles +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun defense ------ Mind save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding 'Arctrencher' [power 218] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +25% lightning defense ------ Armor +4 Resistance +6% lightning +12% fire +15% cold Unlife -40.00 life Life Regen +4.00 Create a shield absorbing up to 330 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Meavaar the Cornac Archmage level 35
6th Dusk 123rd year of Ascendancy at 23:31 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Meavaar the Cornac Archmage level 23
11st Regrowth 123rd year of Ascendancy at 06:32 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Meavaar the Cornac Archmage level 31
13rd Pyre 123rd year of Ascendancy at 00:38 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Meavaar the Cornac Archmage level 20
50th Haze 122nd year of Ascendancy at 16:31 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Meavaar the Cornac Archmage level 32
32nd Pyre 123rd year of Ascendancy at 11:16 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Meavaar the Cornac Archmage level 32
21st Pyre 123rd year of Ascendancy at 00:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Meavaar the Cornac Archmage level 24
22nd Regrowth 123rd year of Ascendancy at 23:28 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Meavaar the Cornac Archmage level 32
22nd Pyre 123rd year of Ascendancy at 12:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Meavaar the Cornac Archmage level 34
3rd Summertide 123rd year of Ascendancy at 03:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Meavaar the Cornac Archmage level 10
72nd Dusk 122nd year of Ascendancy at 22:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Meavaar the Cornac Archmage level 20
39th Haze 122nd year of Ascendancy at 04:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Meavaar the Cornac Archmage level 30
75th Regrowth 123rd year of Ascendancy at 19:54 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Meavaar the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:33 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Meavaar the Cornac Archmage level 36
41st Dusk 123rd year of Ascendancy at 12:15 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Meavaar the Cornac Archmage level 35
3rd Dusk 123rd year of Ascendancy at 07:18 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Meavaar the Cornac Archmage level 13
1st Haze 122nd year of Ascendancy at 19:54 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Meavaar the Cornac Archmage level 9
69th Dusk 122nd year of Ascendancy at 14:08 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Meavaar the Cornac Archmage level 33
33rd Pyre 123rd year of Ascendancy at 12:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Meavaar the Cornac Archmage level 24
12nd Regrowth 123rd year of Ascendancy at 12:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Meavaar the Cornac Archmage level 15
19th Haze 122nd year of Ascendancy at 03:56 see stats
Log
Meavaar drops on the floor: Silk Current (12 def, 0 armour).
Your Silk Current (12 def, 0 armour) is magically sorted by the storage room.
Meavaar drops on the floor: Eden's Guile (2 def, 1 armour).
Your Eden's Guile (2 def, 1 armour) is magically sorted by the storage room.
Meavaar drops on the floor: Wanderer's Rest (4 def, 0 armour).
Your Wanderer's Rest (4 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Meavaar drops on the floor: Snow Giant Wraps (0 def, 2 armour).
Your Snow Giant Wraps (0 def, 2 armour) is magically sorted by the storage room.
Meavaar drops on the floor: Crown of Burning Pain (9 def, 0 armour).
Your Crown of Burning Pain (9 def, 0 armour) is magically sorted by the storage room.
Meavaar drops on the floor: Hat of Arcane Understanding (2 def, 0 armour).
Your Hat of Arcane Understanding (2 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Meavaar drops on the floor: Quasit's Skull (0 def, 12 armour).
Your Quasit's Skull (0 def, 12 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Meavaar drops on the floor: Wintertide Phial.
Your Wintertide Phial is magically sorted by the storage room.
Meavaar drops on the floor: Eye of the Dreaming One.
Your Eye of the Dreaming One is magically sorted by the storage room.
Meavaar drops on the floor: Prox's Lucky Halfling Foot.
Your Prox's Lucky Halfling Foot is magically sorted by the storage room and put in a pile with the others items of the same type.
























































































































