

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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! 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:
Nexus improved tooltips 1.7.4Embers 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Psyshot |
| Level / Exp | 14 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinubrerin the elven blood mage at level 14 on the 33rd Haze 122nd year of Ascendancy at 01:30 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 41 (base 34) |
| Constitution | 15 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 49 (base 22) |
| Cunning | 50 (base 25) |
Resources
| Life | -25/339 |
| Psi | 129/139 |
| Steam | 74/100 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 55.49195101901 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 54 |
| Crit Chance | 14% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Light | +6% |
| Mind | +6% |
| Cold | +20% |
| Arcane | +15% |
| Fire | +12% |
| Acid | +9% |
Offense: Damage Penetration
| Mind | +5% |
| Light | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 11 (57.155997060385%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 25 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 38%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 29%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 55%( 70%) |
| Darkness | + 31%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 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 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psionic fog | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mechstar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Molten Iron Blood |
| talent | Gestalt |
| beneficial effect | Steampower increased by 9. Gestalt |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 52.80 life per turn. Regeneration |
Quests
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. 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 red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 within | active |
Equipment
| On feet | Frostfoe the pair of iron boots (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +7 Wil offense ------ Mind Crit +4% Damage +3% cold defense ------ Armor +3 Fatigue +2% Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) Mind save +10 (+4 eff.) other ------- Hate-on-crit +1.00 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots (15/17, 13-16 power, 1 apr) 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 17 While equipped: other ------- Talents +1 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Rimeransom the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun offense ------ Damage +9% cold When Hit 6 mind defense ------ Mind save +5 (+2 eff.) other ------- Hate-on-crit +1.00 Max psi +10.00 Light +3 See Stealth +7 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Starwreck (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +2 Wil offense ------ Mindpower +4 (+1 eff.) Damage +6% acid +3% light Ignore resists +10% light When Hit 8 acid On-Hit (Melee): * 10% chance to reduce armor by 13% defense ------ Armor +3 Fatigue +5% Mind save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Mayorimira (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Cun +3 Wil offense ------ On-Hit 5 lightning Damage +4% lightning defense ------ Armor +1 Resistance +6% lightning +9% cold +3% light +3% acid other ------- EQ when Hit +0.04 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. |
| Tool | Vilepain the iron pickaxe (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +2 Cun offense ------ Mindpower +10 (+3 eff.) Ignore resists +15% nature +5% mind defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
| Around neck | copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
| In main hand | mighty iron steamgun of cold 4.0 Encumbrance T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +5 cold On-Hit, radius 1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Damage +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Elenilarab the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun defense ------ Resistance +6% cold +5% fire +5% arcane +1% physical Spell save +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | creative mossy mindstar of resolve (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+0 eff.) defense ------ Spell save +2 (+1 eff.) other ------- 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. |
| Cloak | Liseba (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% acid +6% mind Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +9% fire +1% physical Life +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Flashwake (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Dex +1 Con offense ------ Damage +12% fire +15% arcane +3% light defense ------ Resistance +18% fire +5% arcane +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the wizard (heal 102; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 102 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. |
schematic: Corrosive Shell0.1 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. |
savior's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
slime-covered iron greatmaul of massacre (26-40 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Disrupt/Master Weapon Damage 26.5 - 39.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 9% chance to slow global speed by 56% Massive two-handed mauls. |
balanced iron waraxe (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% One-handed war axes. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +7% all Physical save +16 (+8 eff.) Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Grinybar the Glareradiance (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +3% light Ignore resists +20% light When Hit 2 lightning defense ------ Armor +1 Resistance +9% cold Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Kindleriver the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +3% light Ignore resists +20% light +5% cold When Hit 6 cold defense ------ Armor +3 Fatigue +2% Resistance +3% light +3% nature Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +6% cold +6% fire A pair of boots made of leather. |
Greenarc (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +20 (+6 eff.) Damage +6% acid +11% cold Ignore resists +5% mind When Hit 2 nature defense ------ Defense +1 (+1 eff.) Resistance +16% cold Mind save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Hotar the Noonguile (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +12% acid When Hit 4 light On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +9% acid +5% physical Physical save +12 (+6 eff.) A suit of armour made of mail. |
iron shield (0 def, 2 armour, 16.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield of fire resistance (+16%) (0 def, 2 armour, 20 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% Resistance +16% fire other ------- Talents +1 Block Handheld deflection devices. |
7 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. |
55 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. |
2 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 130] simple healing salve [power 130]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 130 Puts Talent Medical Injector on 15 turn cooldown 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. |
elm wand of lightning storm 'Islabrenn' [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Damage +15% mind Ignore resists +5% physical Accuracy +5 (+2 eff.) defense ------ Resistance +2% physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (120 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
5 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. |
2 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mindblast the Thalore Psyshot level 10
5th Haze 122nd year of Ascendancy at 22:12 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mindblast the Thalore Psyshot level 12
28th Haze 122nd year of Ascendancy at 17:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mindblast the Thalore Psyshot level 7
77th Dusk 122nd year of Ascendancy at 11:35 see stats
Log
Mindblast hits Eilinubrerin the elven blood mage for (43 absorbed), 0 mind, (5 absorbed), 0 lightning (0 total damage).
Mindblast uses Gift of the Woods.
Mindblast starts regenerating health quickly.
Mindblast uses Psyshot.
Eilinubrerin the elven blood mage casts Timeless.
Eilinubrerin the elven blood mage is not stunned anymore.
Eilinubrerin the elven blood mage is knocked back!
Eilinubrerin the elven blood mage casts Blood Grasp.
Melee retaliation hits Mindblast for 9 darkness damage.
Mindblast's Psyshot hits Eilinubrerin the elven blood mage for (133 absorbed), 0 mind, (5 absorbed), 0 cold, (13 absorbed), 0 physical (0 total damage).
Mindblast hits Eilinubrerin the elven blood mage for (21 absorbed), 0 mind, (5 absorbed), 0 lightning (0 total damage).
Eilinubrerin the elven blood mage receives 18 healing from Eilinubrerin the elven blood mage's Blood Grasp.
Eilinubrerin the elven blood mage's Blood Grasp hits Mindblast for 85 blight damage.
Mindblast stops regenerating health quickly.
Mindblast uses Infusion: Regeneration.
Mindblast starts regenerating health quickly.
Eilinubrerin the elven blood mage activates his wand!
Eilinubrerin the elven blood mage hits Mindblast for 61 cold damage.
Mindblast uses Condensate.
Mindblast's mind surges with critical power!
The shield around Eilinubrerin the elven blood mage crumbles.
Eilinubrerin the elven blood mage shrugs off the effect 'Wet'!
Mindblast hits Eilinubrerin the elven blood mage for (5 absorbed), 331 fire (331 total damage).
Eilinubrerin the elven blood mage casts Rune: Shielding.
A shield forms around Eilinubrerin the elven blood mage.
Eilinubrerin the elven blood mage casts Searing Light.
Eilinubrerin the elven blood mage's spell attains critical power!





















































































