















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. 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:
Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Items Vault 1.7.6Donators/Buyers bonus! Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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 | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 50 / 2649% |
Size | huge |
Lifes / Deaths | Killed by Xemira the master vampire at level 19 on the 3rd Decay 122nd year of Ascendancy at 23:26 0 / 10Killed by Bethama the maulotaur at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 05:43 Killed by Glorowe the elven cultist at level 25 on the 30th Regrowth 123rd year of Ascendancy at 17:27 Killed by corrupted broken golem at level 25 on the 60th Regrowth 123rd year of Ascendancy at 04:21 Killed by corrupted broken golem at level 25 on the 60th Regrowth 123rd year of Ascendancy at 05:29 Killed by Glatha the ultimate telugoroth at level 32 on the 29th Haze 123rd year of Ascendancy at 23:34 Killed by Xerimiwe the orc berserker at level 50 on the 7th Mirth 124th year of Ascendancy at 06:16 Killed by Doomed Shade of Adventurer with no name at level 50 on the 27th Regrowth 126th year of Ascendancy at 20:21 Killed by Doomed Shade of Adventurer with no name at level 50 on the 27th Regrowth 126th year of Ascendancy at 20:25 Killed by Doomed Shade of Adventurer with no name at level 50 on the 27th Regrowth 126th year of Ascendancy at 20:28 |
Primary Stats
Strength | 164 (base 11) |
Dexterity | 181 (base 62) |
Constitution | 120 (base 60) |
Magic | 104 (base 62) |
Willpower | 97 (base 47) |
Cunning | 146.6 (base 60) |
Resources
Life | -1192/1972 |
Stamina | 464/464 |
Steam | 115/115 |
Healing Factor | 2.0025348891933 |
Regeneration | 72.242128880054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 9 |
Infravision | 13 |
See Stealth | 51 |
See Invisible | 50 |
Offense: Mainhand
Damage | 145 |
Accuracy | 96 |
Crit Chance | 80% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 145 |
Accuracy | 96 |
Crit Chance | 80% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44.5 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 110 |
Crit Chance | 59% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Mind | +17% |
Temporal | +29% |
Darkness | +26% |
Arcane | +11% |
Fire | +18% |
All | +8% |
Offense: Damage Penetration
All | +30% |
Physical | +35% |
Mind | +35% |
Nature | +41% |
Defense: Base
Armour (hardiness) | 103 (76.987013568881%) |
Defense | 132 |
Ranged Defense | 135 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 53 |
Mental Save | 60 |
Defense: Resistances
Blight | + 34%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 39%( 70%) |
All | + 25%( 70%) |
Lightning | + 70%( 70%) |
Light | + 32%( 70%) |
Temporal | + 44%( 70%) |
Mind | + 30%( 70%) |
Physical | + 42%( 70%) |
Fire | + 55%( 70%) |
Darkness | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 12% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 86% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
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 23.5 steam per turn. Can be activated for an instant burst of 117 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 248% efficiency and cooldown mod of 57%. 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 264% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 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 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse 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. |
Class Talents
Steamtech / Chemical warfare | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Demolition | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Mecharachnid | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the repented thief from death by Isoyawen the snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Mayyyassra the skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1369. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +12 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +18 Defense +10 (+1 eff.) Fatigue +8% Phys.save +18 (+5 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Master/Psionic Power 44.5 - 53.4 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.5% Capacity 52 Ranged+ +12 physical On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 83% * 20% chance to knock the target back 3 spaces and deal 374 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. This object's appearance was changed to Pouch of the Subconscious. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +6% lightning +12% temporal Phys.save +15 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+3 eff.) Disarm- +20% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Defense +4 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! This object's appearance was changed to rough leather hat. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +15 Disarm- +140% ---------- misc Talents +4 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +12 Lck +6 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +15 (+2 eff.) Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.1 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +13 Mag +5 Wil +2 Cun dps ---------- Crit.mult +10.00% Spell.pwr +16 (+2 eff.) Res.pen +5% mind +5% physical Apr +1 Melee Ret 6 mind ----- def ----- Defense +5 (+1 eff.) Blind- +36% ---------- misc Infravis +4 See.Stealth +14 See.Invis +13 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 4 light ----- def ----- Resists +6% light Mind.save +6 (+1 eff.) Heal.mod +21% Cut- +60% Confus- +12% ---------- misc Light +3 Heal: Puts all charms on 35 cooldown Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 736 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Random Unique] Nature/Disrupt/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +32 Crit +20.0% Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +9 nature On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 83% On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +10 Str +10 Dex +9 Mag +21 Wil +8 Cun +20 Con dps ---------- Res.pen +11% nature ----- def ----- Resists +6% lightning +5% arcane +3% light +3% darkness Max.HP +88.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Overburst. |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +15 Dex +12 Cun +10 Lck ----- def ----- Rng.Def +20 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 92 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +29 Crit +20.0% Atk.spd 100% Range +8 Proj.spd +600% On Hit: * 10 arcane resource burn Uses 2.0 Steam While equipped: Stats +10 Wil +5 Cun +10 Con dps ---------- Steampwr +10 (+1 eff.) Res.pen +5% all Acc +12 (+2 eff.) Apr +9 ----- def ----- Resists +12% blight +3% temporal Max.HP +46.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Overburst. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% arcane +6% darkness Melee Ret 4 blight ----- def ----- Armour +9 Defense +3 (+0 eff.) Resists +30% lightning +10% temporal +16% darkness +18% cold Stun/Frz- +50% Def/telep +30 Res/telep +27% Dur/telep +26% ---------- misc Mana/s.crit +2.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 | ![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +12 Str +24 Dex +11 Mag +11 Wil +12 Cun dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +10% Phys.pwr +19 (+1 eff.) Spell.pwr +21 (+2 eff.) Mind.pwr +25 (+4 eff.) Mov.spd +20% Dmg.mod +21% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +22 Defense +46 (+6 eff.) Fatigue +8% Resists +20% lightning +6% mind HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% A suit of armour made of leather. This object's appearance was changed to shimmering Robe of the Worm. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +15 Cun +10 Str dps ---------- Melee+ 31 physical Ranged+ 23 physical Dmg.mod +9% acid +12% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 53 * 20% chance to reduce damage dealt by 42% On Hit (Ranged): * 17% chance to reduce all saves and defense by 53 ----- def ----- Armour +20 Defense +20 (+3 eff.) Resists +12% fire ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) Dmg.mod +14% lightning +9% physical +8% darkness Res.pen +7% darkness +7% physical ----- def ----- Resists +21% lightning +7% all ---------- misc Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+1 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. This object's appearance was changed to Gloves of the Firm Hand. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fiery salve [power 63] amazing fiery salve [power 63]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 248% efficiency and 57% cooldown modifier. Remove 3 magical effects and grants a fiery aura (63% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 63] amazing frost salve [power 63]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 248% efficiency and 57% cooldown modifier. Remove 3 physical effects and grants a frost aura (63% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 907] amazing healing salve [power 907]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 248% efficiency and 57% cooldown modifier. Heal 907 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 680] great pain suppressor salve [power 680]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 248% efficiency and 57% cooldown modifier. Let you fight up to -680 life and reduces all damage by 26% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 63] amazing water salve [power 63]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 248% efficiency and 57% cooldown modifier. Remove 3 mental effects and grants a water aura (63% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 202/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Adventurer with no name the Skeleton Gunslinger level 50
2nd Allure 125th year of Ascendancy at 12:10 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
66th Haze 125th year of Ascendancy at 07:10 see stats
By Adventurer with no name the Skeleton Gunslinger level 39
50th Haze 123rd year of Ascendancy at 10:21 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
36th Haze 124th year of Ascendancy at 21:24 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
34th Pyre 125th year of Ascendancy at 01:32 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
67th Pyre 125th year of Ascendancy at 01:15 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
60th Haze 125th year of Ascendancy at 10:42 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
58th Haze 125th year of Ascendancy at 11:17 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
31st Pyre 125th year of Ascendancy at 07:24 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
53rd Dusk 124th year of Ascendancy at 22:57 see stats
By Adventurer with no name the Skeleton Gunslinger level 15
41st Haze 122nd year of Ascendancy at 10:12 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
7th Allure 125th year of Ascendancy at 21:54 see stats
By Adventurer with no name the Skeleton Gunslinger level 44
2nd Allure 124th year of Ascendancy at 12:22 see stats
By Adventurer with no name the Skeleton Gunslinger level 21
12nd Regrowth 123rd year of Ascendancy at 03:59 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
70th Dusk 124th year of Ascendancy at 15:59 see stats
By Adventurer with no name the Skeleton Gunslinger level 31
46th Dusk 123rd year of Ascendancy at 17:35 see stats
By Adventurer with no name the Skeleton Gunslinger level 24
18th Regrowth 123rd year of Ascendancy at 04:22 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
67th Pyre 125th year of Ascendancy at 01:42 see stats
By Adventurer with no name the Skeleton Gunslinger level 10
78th Dusk 122nd year of Ascendancy at 20:43 see stats
By Adventurer with no name the Skeleton Gunslinger level 20
1st Wintertide 123rd year of Ascendancy at 14:25 see stats
By Adventurer with no name the Skeleton Gunslinger level 30
20th Dusk 123rd year of Ascendancy at 17:23 see stats
By Adventurer with no name the Skeleton Gunslinger level 40
52nd Haze 123rd year of Ascendancy at 04:35 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
76th Regrowth 124th year of Ascendancy at 04:53 see stats
By Adventurer with no name the Skeleton Gunslinger level 29
3rd Mirth 123rd year of Ascendancy at 04:29 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
52nd Haze 125th year of Ascendancy at 20:42 see stats
By Adventurer with no name the Skeleton Gunslinger level 29
30th Pyre 123rd year of Ascendancy at 22:35 see stats
By Adventurer with no name the Skeleton Gunslinger level 29
3rd Mirth 123rd year of Ascendancy at 04:59 see stats
By Adventurer with no name the Skeleton Gunslinger level 44
3rd Allure 124th year of Ascendancy at 04:58 see stats
By Adventurer with no name the Skeleton Gunslinger level 21
12nd Regrowth 123rd year of Ascendancy at 03:12 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
25th Regrowth 125th year of Ascendancy at 12:56 see stats
By Adventurer with no name the Skeleton Gunslinger level 5
70th Dusk 122nd year of Ascendancy at 10:39 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
66th Haze 125th year of Ascendancy at 07:10 see stats
By Adventurer with no name the Skeleton Gunslinger level 45
35th Regrowth 124th year of Ascendancy at 12:23 see stats
By Adventurer with no name the Skeleton Gunslinger level 21
6th Regrowth 123rd year of Ascendancy at 18:03 see stats
By Adventurer with no name the Skeleton Gunslinger level 31
26th Haze 123rd year of Ascendancy at 12:51 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
2nd Summertide 125th year of Ascendancy at 01:05 see stats
By Adventurer with no name the Skeleton Gunslinger level 36
39th Haze 123rd year of Ascendancy at 14:13 see stats
By Adventurer with no name the Skeleton Gunslinger level 18
75th Haze 122nd year of Ascendancy at 23:14 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
27th Regrowth 126th year of Ascendancy at 20:21 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
36th Haze 124th year of Ascendancy at 01:33 see stats
By Adventurer with no name the Skeleton Gunslinger level 50
57th Haze 125th year of Ascendancy at 12:12 see stats
Log
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Adventurer with no name weaves his cloak!
Adventurer with no name's tinker attains critical power!
Adventurer with no name revels in the pain.
Doomed Shade of Adventurer with no name uses Willful Strike.
Doomed Shade of Adventurer with no name's mind surges with critical power!
Adventurer with no name was smashed!
Doomed Shade of Adventurer with no name hits Adventurer with no name for 293 physical, 134 physical (427 total damage).
Talent Furnace is ready to use.
Talent Implant: Steam Generator is ready to use.
Doomed Shade of Adventurer with no name receives 128 healing from Unnatural Body.
The dark tendrils dissipate.
LOW HEALTH WARNING!
Adventurer with no name's fire area effect hits Shadow for 1059 fire damage.
Adventurer with no name's fire area effect hits Doomed Shade of Adventurer with no name for (64 flat reduction), (173 exoskeleton), 173 fire (173 total damage).
Doomed Shade of Adventurer with no name's fire area effect hits Adventurer with no name for 1476 fire damage.
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Adventurer with no name's fire area effect killed Shadow!
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Doomed Shade of Adventurer with no name uses Dark Tendrils.
Doomed Shade of Adventurer with no name's mind surges with critical power!
Doomed Shade of Adventurer with no name no longer feels strong.
Doomed Shade of Adventurer with no name receives 128 healing from Unnatural Body.
Adventurer with no name's fire area effect hits Doomed Shade of Adventurer with no name for (64 flat reduction), (174 exoskeleton), 174 fire (174 total damage).
Doomed Shade of Adventurer with no name's fire area effect hits Adventurer with no name for 1476 fire damage.
Adventurer with no name the level 50 skeleton gunslinger was combusted to death by a Doomed Shade of Adventurer with no name but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.