
















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.
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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 20 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Beluvena the armoured skeleton warrior at level 19 on the 45th Dusk 122nd year of Ascendancy at 03:37 4 / 1 |
Primary Stats
| Strength | 15 (base 14) |
| Dexterity | 64 (base 31) |
| Constitution | 16 (base 12) |
| Magic | 36 (base 30) |
| Willpower | 21 (base 12) |
| Cunning | 53 (base 36) |
Resources
| Life | 465/465 |
| Mana | 149/149 |
| Stamina | 174/174 |
| Steam | 100/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 2.3727985889726 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +107.5% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 67 |
| Crit Chance | 19% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 67 |
| Crit Chance | 19% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +30% |
| Lightning | +8% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +20% |
| Acid | +10% |
| Fire | +10% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 23 (57.718496631565%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 19 |
| Mental Save | 25 |
Defense: Resistances
| Physical | + 1%( 70%) |
| Acid | + 12%( 70%) |
| Nature | + 47%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 0% |
| Disarm Resistance | 70% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Poisons | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gunner training | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Apply Poison |
| talent | Essence of Speed |
| talent | Miasma Engine |
| talent | Numbing Poison |
| talent | Crippling Poison |
Quests
You failed to protect the lost sun paladin from death by Syringe Guns. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
| On feet | Prismimmortal (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Physical Power +15 (+5 eff.) Damage +9% light defense ------ Armor +1 Defense +5 (+1 eff.) Resistance +6% lightning +6% temporal +1% physical A pair of boots made of leather. |
| Quiver | chilling pouch of steel shots of vileness (23/23, 20-24 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-ranged-hit +6 blight +5 cold On Hit: * 6% chance to reduce strength, dexterity, and constitution by 16 While equipped: other ------- Talents +1 Antimagic Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Glitterblast'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore resists +15% light Accuracy +5 (+1 eff.) Ignore Armor +1 other ------- Light +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 | Ivytha (10 def, 5 armour) 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+2 eff.) Accuracy +4 (+1 eff.) defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +1% Resistance +3% temporal Unlife -40.00 life other ------- Light +4 A cap made of leather. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+2 eff.) defense ------ Armor +1 Disarm Resist +70% other ------- Talents +2 Iron Grip Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) Rings make your fingers look great! |
| Around neck | Cloudransom the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +8 Cun +4 Con offense ------ Physical Power +30 (+10 eff.) Move Speed +10% defense ------ Armor +8 Fatigue -5% Resistance +6% lightning Unlife -40.00 life Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
| In main hand | dwarven-steel steamgun 'Poxvortex' 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +4 nature On Hit: * splashes acid on your target dealing 32 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Damage +9% nature Ignore resists +5% acid +5% fire +5% all Accuracy +8 (+2 eff.) Ignore Armor +9 When Hit 2 fire defense ------ Resistance +6% acid +12% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Nerildalaith the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) defense ------ Resistance +5% arcane Physical save +9 (+5 eff.) Life +80.00 Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
| In off hand | steady iron steamgun of lightning 4.0 Encumbrance T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +7 lightning On Hit: * splashes acid on your target dealing 27 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Damage +8% lightning Accuracy +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cuthedunamas the Mucuswinnow (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +8 Dex +3 Wil +2 Cun offense ------ Damage +6% nature defense ------ Defense +2 (+0 eff.) Resistance +6% acid +5% cold +5% nature Crit Resistance 10.00% other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Emynne' (10 def, 8 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +14 Dex +6 Mag +5 Cun defense ------ Armor +8 Defense +10 (+2 eff.) Fatigue +7% Resistance +6% lightning A suit of armour made of leather. |
Inventory
steam generator implant of the titan (steam 6)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 6)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 170; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 587%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 451%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; mental; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 32; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 32.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 14; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Alizilahell the Dazzlepassion0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind Ignore Shields +30% defense ------ Resistance +9% mind Spell save +6 (+3 eff.) Healmod +10% Cut Resist +60% other ------- Light +3 Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
chilling steel dagger of erosion (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Nature Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature +5 cold Sharp, short and deadly. |
steel greatmaul 'Amalach' (28-43 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +14 light Damage Against +19% Undead On-Hit, radius 1 +12 mind While equipped: Stats +2 Dex +2 Wil offense ------ Mindpower +20 (+10 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Hate-on-crit +4.00 See Invisibility +6 Massive two-handed mauls. |
steel mace 'Mayagayamira' (14-19 power, 11 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +1.0% Attack Speed 100% Ignore Shields +12% While equipped: Stats +3 Mag +4 Con offense ------ Damage +15% arcane defense ------ Resistance +5% arcane other ------- Infravision +2 Blunt and deadly. |
Zubynne the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +9 cold While equipped: offense ------ Damage +10% cold defense ------ Resistance +12% acid +6% fire +6% blight Physical save +12 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +7 Con +6 Wil defense ------ Life +10.00 Slings are used to hurl stones or metal shots at your foes. |
ash starstaff 'Snowrend' (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +15% physical When Hit 4 physical defense ------ Armor +4 Defense +25 (+6 eff.) Resistance +3% acid +6% cold Physical save +8 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff of invocation (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +7 (+2 eff.) Spellpower +17 (+8 eff.) Spellpower/crit +6 Damage +15% light Accuracy +8 (+2 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 25.71 to 30.85 light damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +15% cold defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Mana/turn +0.12 Max mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Daimygen the Umbrawish (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Ignore resists +5% darkness defense ------ Defense +1 (+0 eff.) Resistance +0% cold +6% mind +0% nature Spell save +6 (+3 eff.) Unlife -20.00 life Life Regen +2.00 Cut Resist +20% other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe 'Xada' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +3 Cun offense ------ Damage +9% blight +12% temporal Ignore resists +25% arcane defense ------ Resistance +12% temporal +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerebremira (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Rare] Master While equipped: Stats +5 Dex +2 Wil +3 Cun offense ------ Mind Crit +3% Damage +6% mind Accuracy +15 (+3 eff.) defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +21% fire A suit of armour made of mail. |
cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+1 eff.) Fatigue +7% Resistance +6% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
flaming steel shield of the stars (0 def, 4 armour, 38 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +1 Mag offense ------ On-Hit 6 fire Damage +10% light +12% darkness When Hit 2 fire defense ------ Armor +4 Fatigue +8% Resistance +11% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% other ------- Max mana +21.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
Glacierstar the pouch of iron shots (20/20, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Nature Weapon Damage 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 On-ranged-hit +9 lightning +12 fire +12 cold On-Hit, radius 1 +8 cold On-crit, radius 2 +6 lightning +4 cold Shots are used with slings to pummel your foes to death. |
good corrosive shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Syringe Guns the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 17:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Syringe Guns the Cornac Adventurer level 20
74th Dusk 122nd year of Ascendancy at 01:02 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Syringe Guns the Cornac Adventurer level 20
62nd Dusk 122nd year of Ascendancy at 22:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Syringe Guns the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 00:12 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Syringe Guns the Cornac Adventurer level 20
62nd Dusk 122nd year of Ascendancy at 18:18 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Syringe Guns the Cornac Adventurer level 12
12nd Dusk 122nd year of Ascendancy at 15:59 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Syringe Guns the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 04:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Syringe Guns the Cornac Adventurer level 16
35th Dusk 122nd year of Ascendancy at 05:12 see stats
Log
Syringe Guns's Shoot killed Skeleton warrior!
Syringe Guns shoots!
Skeleton warrior is afflicted by a crippling illness!
Skeleton warrior is corroded.
Skeleton warrior resists the vile poison!
Syringe Guns's Shoot hits Skeleton warrior for 95 physical, 5 blight, 5 cold, 5 nature, 37 acid (146 total damage).
Syringe Guns's Shoot hits Skeleton warrior for 99 physical, 8 lightning, 5 cold, 5 blight, 30 acid (147 total damage).
Syringe Guns shoots!
Syringe Guns's Shoot hits Skeleton warrior for 95 physical damage.
Syringe Guns's Shoot killed Skeleton warrior!
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
Ran for 36 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 37 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).































































































