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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
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. 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: 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 :) 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 No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 39 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by boiling horror at level 21 on the 67th Dusk 122nd year of Ascendancy at 01:10 6 / 1 |
Primary Stats
| Strength | 57 (base 14) |
| Dexterity | 99 (base 60) |
| Constitution | 69 (base 33) |
| Magic | 59 (base 10) |
| Willpower | 74 (base 12) |
| Cunning | 138 (base 60) |
Resources
| Life | 1135/1135 |
| Steam | 100/100 |
| Stamina | 364/364 |
| Psi | 154/154 |
| Healing Factor | 1.5480527570233 |
| Regeneration | 37.575347964346 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| See Stealth | 29 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 71 |
| Crit Chance | 62% |
| APR | 49 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +27% |
| Light | +46% |
| Nature | +23% |
| Cold | +11% |
| Physical | +16% |
| Mind | +14% |
| All | +8% |
Offense: Damage Penetration
| Nature | +29% |
| Physical | +36% |
| Fire | +36% |
| All | +19% |
Defense: Base
| Armour (hardiness) | 49.104573345417 (84.647538266536%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 19 |
| Physical Save | 56 |
| Spell Save | 38 |
| Mental Save | 57 |
Defense: Resistances
| Lightning | + 61%( 70%) |
| Acid | + 19%( 70%) |
| Nature | + 61%( 70%) |
| Darkness | + 23%( 70%) |
| Cold | + 33%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 31%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 39% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.6 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Cunning 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 154% efficiency and cooldown mod of 62%. 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 152% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 darkness, 5 cold |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 0/1 |
| 1/1 |
| Steamtech / Demolition | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Stoning Poison |
| talent | Shock Grenade |
| talent | Volatile Poison |
| talent | Exoskeleton |
| talent | Charged Shield |
| talent | Furnace |
| talent | Apply Poison |
| talent | Rocket Pod |
| talent | Beyond the Flesh |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 38% and triggers a radius 7 conal explosion dealing 45% steamgun damage. 3 stacks remaining. Reactive Armor |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)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 talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Shade. | 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. * You have unlocked the training room. * 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: 79. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed storm wyrm claw. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
| Quiver | pouch of dwarven-steel shots 'Ashdredge' (49/49, 40-47 power, 9 apr)3.0 T3 shot ammo [Rare] Arcane Power 39.5 - 47.4 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +5.0% Capacity 49 Rld cld 4 Phasing +30% Ranged+ +16 arcane +20 fire On Hit.r1 +20 fire Shots are used with slings to pummel your foes to death. |
| On hands | brawler's hardened leather gloves of the iron hand (0 def, 3 armour) 1.0 T2 hands armor [Ego++] Master While equipped: Stats +9 Str +4 Dex +4 Wil +4 Cun +4 Con ----- def ----- Armour +3 Phys.save +10 (+3 eff.) Disarm- +108% ---------- misc Talents +3 Iron Grip Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | piercing alchemist's lamp of the sun 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +27% light Res.pen +8% all Apr +7 ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +12 See.Stealth +8 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 206.78 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather hat 'Sleetrip' (0 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +14 Cun +3 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Mind.save +12 (+4 eff.) ---------- misc Light +1 A hat made of leather. Very stylish. |
| On feet | Aerasenor the pair of voratun boots (17 def, 6 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Mag +16 Wil +6 Cun ----- def ----- Armour +6 Defense +17 (+4 eff.) Fatigue +4% Crit.chn- 10.00% Phys.save +29 (+8 eff.) Spell.save +11 (+4 eff.) Mind.save +14 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Infravis +3 Blink to a nearby random location (rad 14) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Relgarand (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% mind +5% fire Acc +20 (+5 eff.) ----- def ----- Resists +3% acid Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 14 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
| On fingers | sneakthief's stralite ring of nature (+24%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +8 Dex dps ---------- Dmg.mod +12% nature Acc +8 (+2 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +6 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | swiftstrike stralite steamgun of piercing 4.0 T4 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% On Crit: * project a beam of lightning Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Res.pen +11% all Acc +17 (+4 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's hardened leather belt of recklessness 1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Against +20% Summoned ----- def ----- Defense +10 (+2 eff.) D.Red.from +17% Summoned Proj.slow +20% A belt that goes around your waist. |
| In off hand | reinforced voratun shield of lightning resistance (+21%) (0 def, 17 armour, 68-81 power, 223 block) 7.0 T5 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 67.5 - 81.0 Physical Uses 60% Wil, 0% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +223 While equipped: dps ---------- On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Melee Ret 20 lightning ----- def ----- Armour +17 Fatigue +8% Resists +21% lightning ---------- misc Talents +1 Block On block: Unleash a lightning nova of radius equal to the tinker tier. Handheld deflection devices. |
| Cloak | resilient cashmere cloak of implacability (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% nature +20% cold Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sootraven of the Blightspawn (4 def, 10 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +6% Phys.pwr +14 (+4 eff.) Spell.pwr +14 (+5 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +3% nature +6% fire Res.pen +10% nature On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 23 * 28% chance to reduce damage dealt by 29% ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +32% lightning +9% nature Max.HP +20.00 HP.reg +10.00 Heal.mod +13% Poison- +50% Disease- +50% Cut- +50% A suit of armour made of mail. |
Inventory
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 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: Back Support0.1 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: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 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: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 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. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 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: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 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: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 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: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 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: Shocking Touch0.1 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: Silver Filigree0.1 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. |
3 schematic: Steamgun0.1 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 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 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: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 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. |
3 schematic: Waterproof Coating0.1 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
252 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways1.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
great frost salve [power 32] great frost salve [power 32]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 449] great healing salve [power 449]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 62% cooldown modifier. Heal 449 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great water salve [power 32] great water salve [power 32]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 62% cooldown modifier. Remove 2 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 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. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Mike the Cornac Annihilator level 36
64th Pyre 123rd year of Ascendancy at 14:20 see stats
Against all odds
Killed Ukruk in the ambush.By Mike the Cornac Annihilator level 36
36th Pyre 123rd year of Ascendancy at 05:08 see stats
Brave new world
Went to the Far East and took part in the war.By Mike the Cornac Annihilator level 38
73rd Pyre 123rd year of Ascendancy at 04:35 see stats
Bringer of Doom
Killed a Bringer of Doom.By Mike the Cornac Annihilator level 20
64th Dusk 122nd year of Ascendancy at 20:32 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mike the Cornac Annihilator level 15
26th Dusk 122nd year of Ascendancy at 07:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Mike the Cornac Annihilator level 37
69th Pyre 123rd year of Ascendancy at 10:20 see stats
Exterminator
Killed 1000 creatures.By Mike the Cornac Annihilator level 19
62nd Dusk 122nd year of Ascendancy at 05:47 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mike the Cornac Annihilator level 27
63rd Haze 122nd year of Ascendancy at 09:48 see stats
Guiding Hand
Saved all escorted adventurers.By Mike the Cornac Annihilator level 36
66th Pyre 123rd year of Ascendancy at 21:37 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mike the Cornac Annihilator level 21
74th Dusk 122nd year of Ascendancy at 12:39 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Mike the Cornac Annihilator level 33
60th Regrowth 123rd year of Ascendancy at 08:10 see stats
Level 10
Got a character to level 10.By Mike the Cornac Annihilator level 10
6th Mirth 122nd year of Ascendancy at 06:54 see stats
Level 20
Got a character to level 20.By Mike the Cornac Annihilator level 20
63rd Dusk 122nd year of Ascendancy at 20:05 see stats
Level 30
Got a character to level 30.By Mike the Cornac Annihilator level 30
49th Regrowth 123rd year of Ascendancy at 11:13 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mike the Cornac Annihilator level 22
22nd Haze 122nd year of Ascendancy at 17:17 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mike the Cornac Annihilator level 26
47th Haze 122nd year of Ascendancy at 11:39 see stats
Size matters
Did over 600 damage in one attack.By Mike the Cornac Annihilator level 34
31st Pyre 123rd year of Ascendancy at 05:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Mike the Cornac Annihilator level 38
69th Pyre 123rd year of Ascendancy at 12:15 see stats
The Arena
Unlocked Arena mode.By Mike the Cornac Annihilator level 9
3rd Mirth 122nd year of Ascendancy at 12:50 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mike the Cornac Annihilator level 27
57th Haze 122nd year of Ascendancy at 23:08 see stats
The secret city
Discovered the truth about mages.By Mike the Cornac Annihilator level 10
8th Mirth 122nd year of Ascendancy at 07:08 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Mike the Cornac Annihilator level 37
69th Pyre 123rd year of Ascendancy at 07:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mike the Cornac Annihilator level 16
46th Dusk 122nd year of Ascendancy at 17:43 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Mike the Cornac Annihilator level 35
35th Pyre 123rd year of Ascendancy at 11:27 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 6 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 0.20 gold from the melting of hardened leather cap (0 def, 3 armour).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 78th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 79th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 1st Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 2nd Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
You notice an entrance to an underwater cave.
Today is the 3rd Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Ran for 4 turns (stop reason: didn't move).
Today is the 4th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
Ran for 10 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.















































































































