

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Annihilator |
Level / Exp | 30 / 64% |
Size | medium |
Lifes / Deaths | Killed by Chronolith Twin at level 18 on the 4th Allure 123rd year of Ascendancy at 17:45 2 / 5Killed by toxic cannister at level 27 on the 1st Summertide 123rd year of Ascendancy at 21:16 Killed by Celia at level 27 on the 2nd Summertide 123rd year of Ascendancy at 05:30 Killed by Celia at level 27 on the 2nd Summertide 123rd year of Ascendancy at 08:06 Killed by Celia at level 30 on the 22nd Haze 123rd year of Ascendancy at 02:32 |
Primary Stats
Strength | 32 (base 25) |
Dexterity | 65 (base 32) |
Constitution | 25 (base 25) |
Magic | 13 (base 10) |
Willpower | 20 (base 10) |
Cunning | 114 (base 60) |
Resources
Life | -139/682 |
Steam | 100/100 |
Healing Factor | 0.3245178243369 |
Regeneration | 2.6772720507794 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Stealth | 46 |
See Invisible | 40 |
Offense: Mainhand
Damage | 56 |
Accuracy | 85 |
Crit Chance | 50% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +16% |
All | +11% |
Defense: Base
Armour (hardiness) | 49.623158894785 (77.262055219398%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 2 |
Physical Save | 35 |
Spell Save | 21 |
Mental Save | 56 |
Defense: Resistances
Lightning | + 51%( 70%) |
Temporal | + 11%( 70%) |
Physical | + 16%( 70%) |
Darkness | + 22%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 20% |
Bleed Resistance | 70% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 60% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 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 125% efficiency and cooldown mod of 68%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 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. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Magnetism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Demolition | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
beneficial effect | The target is surrounded by a static shield, increasing all resistances by 28% and causing attacks against them to trigger a shield attack for 118% damage as lightning. Static Shield |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 11% feedback damage from all damage done. Empathic Hex |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 63.99 frostdusk damage per turn. The effect will stop if the caster dies. Impending Doom |
detrimental effect | Soul absorbed upon death. Soul Leech |
detrimental effect | The target is blinded, unable to see anything and takes 63.68 darkness damage per turn. Bane of Blindness |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 fire 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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 unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 5. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within7 lumberjacks have died. | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +1.0% Armour: +1 Fatigue: -5% Damage when hit (Melee): 4 physical Changes resistances: +3% temporal Maximum encumbrance: +23 Physical save: +18 (+7 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% A pair of boots made of leather. This object's appearance was changed to Shoes of Moving Slowly. |
Quiver | ![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud When wielded/worn: Talent granted: +3 Botanical Shell In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +12% light Maximum life: +41.00 Light radius: +8 See stealth: +6 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Fatigue: +3% Changes stats: +7 Str / +7 Dex / +8 Cun Changes resistances: +6% darkness / +1% physical Mental save: +12 (+4 eff.) Cut immunity: +10% Only die when reaching: -80.00 life Maximum life: +100.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 114.2 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Physical crit. chance: +2.0% Armour: +2 Changes stats: +5 Cun / +5 Dex Changes resistances: +9% darkness / +2% physical Talent granted: +2 Toxic Cannister Launcher Confusion immunity: +20% Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 171% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +7 Defense: +9 (+3 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 171% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 On weapon hit: * chills your foe dealing 41 damage and slowing them by one tenth of a turn Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +9 Physical crit. chance: +4.0% Changes resistances penetration: +11% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Tinkerer's Twinblaster. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -16% Changes stats: +4 Dex / +3 Mag / +3 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +8 Maximum encumbrance: +40 Mana each turn: +0.18 Maximum mana: +26.00 Infravision radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +118 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +18 Fatigue: +8% Damage when hit (Melee): 2 physical Changes resistances: +29% lightning Changes resistances penetration: +5% lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +3 Armour: +3 Defense: +7 (+2 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +18% lightning Physical save: +11 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +8 Cun / +5 Wil Mental save: +26 (+8 eff.) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 light, 3 temporal, 4 arcane, 4 nature, 5 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+10 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Effects when hit in melee: * 26% chance to reduce damage dealt by 22% * 28% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +6 Dex / +6 Mag / +6 Wil / +2 Cun Changes resistances: +11% all Physical save: +24 (+9 eff.) Silence immunity: +29% Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +66.00 Spellpower: +29 (+18 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+9 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 3.5 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 30.41 fire and 30.41 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Requires: - Shield usage training - Cunning 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 Damage (Melee): +16 lightning Damage (radius 1) on hit: +4 cold / +4 fire When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 8 * 30% chance to reduce damage dealt by 22% Damage when hit (Melee): 17 lightning Changes stats: +3 Dex Changes resistances: +15% lightning / +12% temporal / +29% fire / +3% cold Changes resistances penetration: +20% cold Changes damage: +3% cold Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (198) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +9% acid / +6% fire / +5% darkness Reduces incoming crit damage: 5.00% Disarm immunity: +20% Confusion immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 243] powerful healing salve [power 243]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 243 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By India Jones the Cornac Annihilator level 11
63rd Dusk 122nd year of Ascendancy at 14:58 see stats
By India Jones the Cornac Annihilator level 16
2nd Wintertide 123rd year of Ascendancy at 15:59 see stats
By India Jones the Cornac Annihilator level 20
5th Regrowth 123rd year of Ascendancy at 14:00 see stats
By India Jones the Cornac Annihilator level 30
4th Haze 123rd year of Ascendancy at 09:54 see stats
By India Jones the Cornac Annihilator level 22
51st Regrowth 123rd year of Ascendancy at 09:16 see stats
By India Jones the Cornac Annihilator level 10
4th Mirth 122nd year of Ascendancy at 09:10 see stats
By India Jones the Cornac Annihilator level 20
4th Regrowth 123rd year of Ascendancy at 06:49 see stats
By India Jones the Cornac Annihilator level 30
2nd Haze 123rd year of Ascendancy at 22:56 see stats
By India Jones the Cornac Annihilator level 21
14th Regrowth 123rd year of Ascendancy at 08:46 see stats
By India Jones the Cornac Annihilator level 29
2nd Haze 123rd year of Ascendancy at 22:56 see stats
By India Jones the Cornac Annihilator level 15
78th Haze 122nd year of Ascendancy at 13:08 see stats
By India Jones the Cornac Annihilator level 23
49th Pyre 123rd year of Ascendancy at 18:38 see stats
By India Jones the Cornac Annihilator level 7
79th Pyre 122nd year of Ascendancy at 13:45 see stats
By India Jones the Cornac Annihilator level 22
32nd Pyre 123rd year of Ascendancy at 03:23 see stats
By India Jones the Cornac Annihilator level 10
7th Mirth 122nd year of Ascendancy at 00:08 see stats
By India Jones the Cornac Annihilator level 16
10th Decay 122nd year of Ascendancy at 19:53 see stats
By India Jones the Cornac Annihilator level 16
4th Decay 122nd year of Ascendancy at 11:19 see stats
Log
AED killed Armoured skeleton warrior!
India Jones resists the baneful energy!
India Jones receives 98 healing.
Impending Doom from Celia hits India Jones for (11 exoskeleton), 11 cold, (10 exoskeleton), 10 darkness (21 total damage).
Spikes of Decrepitude hits India Jones for (13 exoskeleton), 13 cold, (11 exoskeleton), 11 darkness (24 total damage).
Armoured skeleton warrior misses India Jones.
India Jones loses sight!
Something hits India Jones for (46 exoskeleton), 135 darkness (135 total damage).
India Jones uses Block.
A static shield forms around India Jones.
Bane of Blindness from Celia hits India Jones for (38 blocked), 0 darkness (0 total damage).
Impending Doom from Celia hits India Jones for (21 blocked), 0 cold, (19 blocked), 0 darkness (0 total damage).
Spikes of Decrepitude hits India Jones for (24 blocked), 0 cold, (22 blocked), 0 darkness (0 total damage).
Something misses India Jones.
A piece of the soul of India Jones is torn apart by Impending Doom!
Bane of Blindness from Celia hits India Jones for (6 exoskeleton), 33 darkness (33 total damage).
Impending Doom from Celia hits India Jones for (11 exoskeleton), 11 cold, (10 exoskeleton), 10 darkness (20 total damage).
Talent Rune: Blink is ready to use.
Bane of Blindness from Celia hits India Jones for (6 exoskeleton), 33 darkness (33 total damage).
Impending Doom from Celia hits India Jones for (11 exoskeleton), 11 cold, (10 exoskeleton), 10 darkness (20 total damage).
Bane of Blindness from Celia hits India Jones for (0 exoskeleton), 70 darkness (70 total damage).
Impending Doom from Celia hits India Jones for (19 exoskeleton), 19 cold, (7 exoskeleton), 28 darkness (48 total damage).
India Jones is hexed.
A piece of the soul of India Jones is torn apart by Impending Doom!