

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! Virtual Image Reload 1.7.0An experimental addon that attempts to fix the display images of objects and actors from server-push events like Santascape and the Hallowed Fields, which sometimes do not install their "virtual" images early enough for the map display and end up displaying as character tiles. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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.
Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Godmode Merchant 1.7.6Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, give extra lives, set level, give gold, custom shop that sells (yellow/orange) Unique items and an option to imbue items, even uniques! (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Youkai Tweaks 1.7.0Assorted quality-of-life tweaks for the assorted youkai races from mannendake's Youkai Pack addon (required). Includes so far:
(License note: This addon uses modified versions of images from Game-icons.net pursuant to the Creative Commons CC-BY-3.0 license, from the following authors: ) Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Alchemist |
| Level / Exp | 71 / 30% |
| Size | huge |
| Lifes / Deaths | Killed by Doomed Shade of Aerin at level 56 on the 64th Regrowth 125th year of Ascendancy at 20:36 / 1 |
Primary Stats
| Strength | 3267 (base 81) |
| Dexterity | 1908 (base 81) |
| Constitution | 3226 (base 81) |
| Magic | 1966 (base 81) |
| Willpower | 1550 (base 81) |
| Cunning | 30974.800000002 (base 81) |
Resources
| Mana | 8132/8132 |
| Vim | 496/496 |
| Life | 24552/24552 |
| Stamina | 5768/5768 |
| Steam | 4308/4308 |
| Healing Factor | 2.5 |
| Regeneration | 2501.8480639078 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +2695.4989678338% |
| Spell | 0% |
| Global | +155.2% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 68 |
| See Stealth | 1325.945001511 |
| See Invisible | 1340.9450015108 |
Offense: Mainhand
| Damage | 9988 |
| Accuracy | 337 |
| Crit Chance | 9612% |
| APR | 348 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 970 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 1157 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +21% |
| Physical | +46% |
| Mind | +40% |
| All | +12% |
| Darkness | +43% |
| Light | +28% |
| Temporal | +28% |
| Fire | +79% |
| Lightning | +21% |
Offense: Damage Penetration
| Physical | +40% |
| Arcane | +68% |
| Fire | +25% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 628 (100%) |
| Defense | 1308 |
| Ranged Defense | 1376 |
| Fatigue | 0 |
| Physical Save | 722 |
| Spell Save | 263 |
| Mental Save | 683 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +1326%( 70%) |
| Darkness | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| 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. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 119.1 steam per turn. Can be activated for an instant burst of 595 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 200.7 steam per turn. Can be activated for an instant burst of 1004 steam. Its effects scale with your Strength stat. |
Class Talents
| Spell / Fire alchemy | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Occult technomancy | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Golemancy | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Energy alchemy | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Terrene technomancy | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Explosive admixtures | 516.90 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Frost alchemy | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Acid alchemy | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Storm | 100.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Air | 100.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Galvanic technomancy | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Fire | 1089.40 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Wildfire | 100.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Advanced-golemancy | 66.90 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
| Cunning / Survival | 50.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Corruption / Vile life | 100.60 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Technique / Combat training | 103.80 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Race / Doomelf | 100.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Divination | 101.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Technique / Conditioning | 100.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Cunning / Scoundrel | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Steamtech / Blacksmith | 200.60 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Staff combat | 100.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Steamtech / Physics | 100.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Steamtech / Chemistry | 100.60 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Stone alchemy | 30.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Steamtech / Engineering | 1709.40 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Burning Wake |
| talent | Feather Wind |
| talent | Living Lightning |
| talent | Galvanic Arcing |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 ice 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 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. * 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 | Adugada the Shocknigh (0 def, 36 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Mag +117 Cun +24 Con +106 offense ------ Damage +9% lightning +15% fire Accuracy +15 (+1 eff.) defense ------ Armor +36 Fatigue +2% Resistance +9% lightning Crit Resistance 17.56% Physical save +327 (+9 eff.) Mind save +152 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 128 alchemist onyx0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | Eilinowen the Searhunt1.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats Cun +7 offense ------ Spell Crit +6% Critical power +26.38% Spellpower +6 (+0 eff.) Spellpower/crit +8 Damage +12% mind +36% fire Ignore resists +33% arcane defense ------ Resistance +12% blight +14% darkness Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Max vim +65.95 Light +5 Infravision +6 See Invisibility +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 1 turn cooldown Effective talent level: 2.5 Power cost 1 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 818 blight damage or heals 1014 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eastern Wood Hat (176 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats Cun +141 Dex +211 offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+3 eff.) Ignore Armor +15 defense ------ Defense +176 (+3 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| Tool | Qog's Essentials2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats Str +59 Dex +59 Mag +59 Wil +59 Cun +59 Con +59 Gain a random beneficial effect. Uses 1 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
| On fingers | Xanewen0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats Str +94 Dex +94 Cun +94 Con +82 offense ------ Mind Crit +2% Critical power +10.00% Physical Power +9 (+0 eff.) Mindpower +10 (+0 eff.) Damage +16% mind Ignore resists +10% arcane Accuracy +9 (+1 eff.) When Hit 2 mind defense ------ Resistance +16% mind Rings make your fingers look great! |
| On fingers | sneakthief's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats Cun +71 Dex +106 offense ------ Move Speed +21% Accuracy +28 (+2 eff.) defense ------ Defense +176 (+3 eff.) Blinding Speed: Puts all charms on 1 turn cooldown Effective talent level: 5.5 Power cost 1 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats Dex +36 Mag +59 Cun +47 Lck +82 defense ------ Stealth +8 other ------- Disarm Traps +14 Mana/turn +0.10 Max mana +22.00 Infravision +5 A belt that goes around your waist. |
| In main hand | Penitence (15-18 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+0 eff.) defense ------ Resistance +30% blight +30% darkness Affinity +20% darkness Spell save +15 (+1 eff.) other ------- Talents +1 Command Staff Cure up to 10 diseases or poisons (based on Magic). Uses 1 power out of 39/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | Fist of the Destroyer (94 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. The set is complete. While equipped: Stats Str +106 Mag +106 Cun +36 offense ------ Damage +15% fire +15% darkness +5% all defense ------ Defense +94 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 6% of current vim Current Bonus: 30% Darkfire: Effective talent level: 7.8 Power cost 1 out of 12/12. Range 6 Cooldown: 8 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 2551.63 fire damage and 2038.45 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Main armor | onyx light (0 def, 0 armour)9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. The set is complete. While equipped: Stats Str +1238 Dex +1238 Mag +1343 Wil +1238 Cun +1273 Con +1238 offense ------ Spellpower +10 (+0 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Resistance +15% fire +15% darkness +5% all Physical save +117 (+3 eff.) Spell save +117 (+8 eff.) Mind save +117 (+3 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 10% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 50 Blood Grasp: Effective talent level: 7.8 Power cost 1 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 3402.47 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
| Cloak | elven-silk cloak 'Nylach' (36 def, 47 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +47 Mag +71 Wil +141 Cun +71 Con +71 offense ------ Physical Crit +10.5% Spell Crit +7% Mind Crit +10% Physical Power +10 (+0 eff.) Accuracy +10 (+1 eff.) defense ------ Armor +47 Defense +36 (+1 eff.) Physical save +176 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bethuwen0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +71 Mag +106 Wil +24 offense ------ Spell Crit +11% Physical Power +10 (+0 eff.) Spellpower +12 (+0 eff.) Mindpower +15 (+0 eff.) Spellpower/crit +4 Combat Speed +10% Damage +16% temporal +16% light +9% blight +24% physical +16% darkness defense ------ Spell save +141 (+10 eff.) other ------- Max mana +60.00 Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 2031.93 physical damage and 3117.48 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of the Rift (6350.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 8128.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
5 schematic: Acid Groove0.1 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. |
2 schematic: Air Recycler0.1 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: Alchemist's Helper0.1 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. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support0.1 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: Black Light Emitter0.1 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. |
3 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 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: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor0.1 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. |
2 schematic: Fiery 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. |
4 schematic: Fireproof Coating0.1 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. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 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. |
3 schematic: Focus Lens0.1 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. |
3 schematic: Frost 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: Fungal Web0.1 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: Galvanic Retributor0.1 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. |
3 schematic: Grounding Strap0.1 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. |
2 schematic: Hand Cannon0.1 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: 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. |
3 schematic: Healing 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. |
2 schematic: Incendiary Groove0.1 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. |
4 schematic: Iron Grip0.1 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. |
3 schematic: Itching Powder0.1 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: Kinetic Stabiliser0.1 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. |
4 schematic: Lightning Coil0.1 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. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil0.1 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: Mental Stimulator0.1 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. |
5 schematic: Moss Tread0.1 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. |
3 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. |
2 schematic: Poison Groove0.1 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: Razor Edge0.1 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. |
4 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. |
3 schematic: Rustproof Coating0.1 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. |
3 schematic: Saw Projector0.1 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. |
2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 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: Shocking Touch0.1 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: Silver Filigree0.1 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. |
3 schematic: Spike Attachment0.1 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. |
4 schematic: Spring Grapple0.1 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. |
3 schematic: Steamgun0.1 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. |
2 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. |
3 schematic: Thunderclap Coating0.1 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: Toxic Cannister Launcher0.1 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. |
5 schematic: Unstoppable Force 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. |
3 schematic: Viral Injector0.1 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. |
2 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. |
2 schematic: White Light Emitter0.1 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. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Mayyma0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats Cun +3 offense ------ Critical power +10.00% defense ------ Fatigue -4% Resistance +3% mind Mind save +9 (+0 eff.) Life Regen +2.00 other ------- Max hate +2.00 Amulets make your neck look great! |
voratun amulet 'Velekira'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +4 Cun +9, Con +6 offense ------ Mind Crit +3% Move Speed +10% defense ------ Fatigue -7% Resistance +20% fire +20% cold Mind save +15 (+0 eff.) Life Regen +3.00 other ------- Stamina/turn +1.20 See Invisibility +6 Masteries +0.36 Steamtech/Physics +0.36 Spell/Air Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 1 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. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (+0 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+1 eff.) Ignore Armor +10 defense ------ Defense +12 (+1 eff.) Disengage: Puts all charms on 1 turn cooldown Effective talent level: 3.5 Power cost 1 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Laser Powered Giant Smasher (80-120 power, 0 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Weapon Damage 80.0 - 120.0 Light Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +25.0% Attack Speed 100% On-hit +20 lightning +20 fire While equipped: offense ------ Against +10% Humanoid +10% Giant defense ------ Confus Resist +100% Fear Resist +100% other ------- Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
Blood-Edge (46-64 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 40% Wil, 60% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+1 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.5 Power cost 1 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
The Black Spike (48-67 power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats Str +10, Mag +8 offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10 Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+1 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 1 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats Mag +4 offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+0 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Samindil the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Mag +4 offense ------ Damage +3% arcane Ignore resists +5% arcane When Hit 2 arcane defense ------ Resistance +6% fire +6% cold Crit Resistance 15.00% other ------- Infravision +1 A belt that goes around your waist. |
cashmere cloak 'Shimmerward' (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats Dex +3, Mag +4 Wil +3, Cun +2 offense ------ Spell Crit +5% Damage +12% light Ignore resists +25% lightning Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +6% lightning +12% cold other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelurak the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats Mag +10 Wil +14 Cun +6 offense ------ Spell Crit +11% Critical power +10.00% Spellpower +14 (+0 eff.) Damage +9% blight +23% temporal +26% arcane +3% mind Ignore resists +10% blight defense ------ Resistance +15% all Spell save +26 (+2 eff.) other ------- Mana/turn +0.26 Psi/turn +0.38 Max mana +98.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +23 (+1 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 1 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
eldritch pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats Mag +3, Wil +3 offense ------ Spell Crit +3% defense ------ Armor +3 other ------- Stamina/turn +0.50 Mana/turn +0.14 Max mana +31.00 Max stamina +18.00 A pair of boots made of leather. |
pair of drakeskin leather boots 'Tempestwedge' (0 def, 13 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +10, Wil +6 Cun +5 offense ------ Spellpower +9 (+0 eff.) Mindpower +5 (+0 eff.) Damage +9% acid +9% lightning +9% mind +10% blight defense ------ Armor +13 Resistance +12% lightning Physical save +7 (+0 eff.) Spell save +12 (+1 eff.) Mind save +13 (+0 eff.) Disease Resist +45% other ------- Psi when Hit +0.16 Hate-on-crit +1.00 Max psi +30.00 Infravision +3 A pair of boots made of leather. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Cun +20 offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+2 eff.) Ignore Armor +15 defense ------ Defense +10 (+1 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Grinoregolathavon the reinforced leather armour (18 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats Str +12 Dex +10 Mag +3, Wil +6 Cun +7 defense ------ Armor +7 Defense +18 (+1 eff.) Fatigue +8% Resistance +18% lightning Physical save +5 (+0 eff.) Mind save +18 (+0 eff.) Life +58.00 other ------- Psi when Hit +0.04 Hate-on-crit +2.00 Max hate +10.00 A suit of armour made of leather. |
Islewe the Chilljeer (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Random Unique] Arcane/Master While equipped: Stats Str +10 offense ------ On-Hit 22 acid 23 fire Damage +6% arcane +18% cold Ignore resists +29% arcane +20% cold When Hit 15 acid 16 fire defense ------ Armor +16 Fatigue +22% Resistance +30% acid +23% physical +19% darkness +30% fire +6% arcane Physical save +24 (+1 eff.) other ------- Light +2 Track: Puts all charms on 1 turn cooldown Effective talent level: 175.7 Power cost 1 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 2989 for 43 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
1863 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2 Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2 Mag +2, Wil +2 Cun +2, Con +2 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+0 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerewen the Deepsoozer (dig speed 7 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats Str +2, Mag +3 offense ------ Spell Crit +6% Damage +30% acid +6% darkness defense ------ Armor +4 Defense +7 (+1 eff.) Resistance +8% physical Life +25.00 other ------- Max mana +35.00 Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Arowyn the iron pickaxe (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 defense ------ Resistance +3% temporal Unlife -40.00 life Pinning Resist +20% Stun Resist +10% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayoriana the iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Ignore resists +15% mind defense ------ Fatigue -5% Resistance +3% mind +18% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Olyrabar the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1 offense ------ Damage +5% nature defense ------ Armor +2 Resistance +10% nature +5% arcane Physical save +9 (+0 eff.) Life Regen +4.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of delving (dig speed 31 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +4, Con +3 other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +5 offense ------ Ignore Armor +5 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 1 turn cooldown Effective talent level: 3.5 Power cost 1 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Naturewar' (dig speed 6 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats Str +8 offense ------ Damage +13% mind +15% fire Ignore resists +20% nature When Hit 6 nature On-Hit (Melee): * 20 arcane resource burn defense ------ Fatigue -10% Resistance +12% lightning +6% darkness +9% light Mind save +15 (+0 eff.) Life +36.00 other ------- Max stamina +28.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Ravenclash' (dig speed 10 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats Cun +5, Str +7 offense ------ Ignore resists +5% darkness Accuracy +9 (+1 eff.) defense ------ Fatigue -9% Resistance +15% lightning +3% fire +6% light +9% mind Physical save +3 (+0 eff.) Mind save +6 (+0 eff.) Life +39.00 other ------- Max stamina +26.00 Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
9 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4 Mag +4, Wil +4 Cun +4, Con +4 Lck -5 offense ------ Physical Power +12 (+0 eff.) Spellpower +12 (+0 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 1 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 31, doing 640.52 cold damage and 834.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 60 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Glykira the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: Stats Str +3, Wil +5 offense ------ Physical Crit +2.0% Physical Power +5 (+0 eff.) Damage +10% mind Ignore resists +5% temporal +10% all Ignore Armor +8 When Hit 6 temporal other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats Wil +3 offense ------ Damage +6% mind other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's dwarven lantern of corpselight1.0 Encumbrance T5 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+0 eff.) defense ------ Resistance +12% blight +9% temporal +15% darkness +9% cold Out-of-Phase Defense +13 Out-of-Phase Resistance +20% Out-of-Phase Resilience +22% other ------- Light +5 Infravision +4 See Invisibility +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 1 turn cooldown Effective talent level: 3.5 Power cost 1 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 929 blight damage or heals 1151 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats Con +5 Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 1 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. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 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. |
20 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4 Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4 Mag +4, Wil +4 Cun +4, Con +4 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (400/400)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 1 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. |
4 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5 Mag +5, Wil +5 Cun +5, Con +5 Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
27 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+0 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+0 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
79 alchemist citrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Aerin the Doomelf Alchemist level 38
5th Pyre 124th year of Ascendancy at 07:21 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Aerin the Doomelf Alchemist level 37
48th Regrowth 124th year of Ascendancy at 04:24 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Aerin the Doomelf Alchemist level 42
37th Pyre 124th year of Ascendancy at 06:01 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Aerin the Doomelf Alchemist level 69
16th Dusk 125th year of Ascendancy at 12:38 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Aerin the Doomelf Alchemist level 47
56th Haze 124th year of Ascendancy at 02:27 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Aerin the Doomelf Alchemist level 40
15th Pyre 124th year of Ascendancy at 11:43 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By Aerin the Doomelf Alchemist level 56
64th Regrowth 125th year of Ascendancy at 20:40 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aerin the Doomelf Alchemist level 12
25th Dusk 122nd year of Ascendancy at 19:13 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Aerin the Doomelf Alchemist level 48
6th Regrowth 125th year of Ascendancy at 22:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Aerin the Doomelf Alchemist level 39
10th Pyre 124th year of Ascendancy at 21:12 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Aerin the Doomelf Alchemist level 33
69th Haze 123rd year of Ascendancy at 16:04 see stats
Entropy's End (Insane (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By Aerin the Doomelf Alchemist level 70
25th Dusk 125th year of Ascendancy at 08:36 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Aerin the Doomelf Alchemist level 69
46th Pyre 125th year of Ascendancy at 04:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aerin the Doomelf Alchemist level 28
69th Pyre 123rd year of Ascendancy at 19:51 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aerin the Doomelf Alchemist level 18
46th Regrowth 123rd year of Ascendancy at 00:53 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Aerin the Doomelf Alchemist level 39
10th Pyre 124th year of Ascendancy at 21:15 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Aerin the Doomelf Alchemist level 58
19th Pyre 125th year of Ascendancy at 14:50 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Aerin the Doomelf Alchemist level 48
6th Regrowth 125th year of Ascendancy at 23:01 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Aerin the Doomelf Alchemist level 36
48th Regrowth 124th year of Ascendancy at 00:17 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Aerin the Doomelf Alchemist level 6
76th Pyre 122nd year of Ascendancy at 06:51 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aerin the Doomelf Alchemist level 33
41st Haze 123rd year of Ascendancy at 02:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aerin the Doomelf Alchemist level 10
7th Flare 122nd year of Ascendancy at 17:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aerin the Doomelf Alchemist level 20
25th Pyre 123rd year of Ascendancy at 11:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Aerin the Doomelf Alchemist level 30
9th Flare 123rd year of Ascendancy at 09:19 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Aerin the Doomelf Alchemist level 40
10th Pyre 124th year of Ascendancy at 21:16 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Aerin the Doomelf Alchemist level 50
14th Regrowth 125th year of Ascendancy at 05:51 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Aerin the Doomelf Alchemist level 71
41st Dusk 125th year of Ascendancy at 15:10 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Aerin the Doomelf Alchemist level 24
55th Pyre 123rd year of Ascendancy at 13:27 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Aerin the Doomelf Alchemist level 57
19th Pyre 125th year of Ascendancy at 11:50 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Aerin the Doomelf Alchemist level 10
8th Flare 122nd year of Ascendancy at 03:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Aerin the Doomelf Alchemist level 9
5th Mirth 122nd year of Ascendancy at 12:05 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Aerin the Doomelf Alchemist level 51
33rd Regrowth 125th year of Ascendancy at 10:58 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Aerin the Doomelf Alchemist level 25
57th Pyre 123rd year of Ascendancy at 02:31 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Aerin the Doomelf Alchemist level 5
76th Pyre 122nd year of Ascendancy at 02:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Aerin the Doomelf Alchemist level 3
74th Pyre 122nd year of Ascendancy at 22:39 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Aerin the Doomelf Alchemist level 40
10th Pyre 124th year of Ascendancy at 21:25 see stats
Sufficiently Advanced Technology (Insane (Roguelike) difficulty)
Put five points into each of the tinker-crafting talents as any mage class.By Aerin the Doomelf Alchemist level 12
25th Dusk 122nd year of Ascendancy at 19:24 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Aerin the Doomelf Alchemist level 66
46th Pyre 125th year of Ascendancy at 04:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aerin the Doomelf Alchemist level 11
10th Flare 122nd year of Ascendancy at 05:41 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Aerin the Doomelf Alchemist level 8
76th Pyre 122nd year of Ascendancy at 21:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aerin the Doomelf Alchemist level 15
45th Regrowth 123rd year of Ascendancy at 13:54 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Aerin the Doomelf Alchemist level 43
10th Flare 124th year of Ascendancy at 23:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Aerin the Doomelf Alchemist level 24
56th Pyre 123rd year of Ascendancy at 19:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aerin the Doomelf Alchemist level 18
45th Regrowth 123rd year of Ascendancy at 23:17 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Aerin the Doomelf Alchemist level 56
64th Regrowth 125th year of Ascendancy at 20:36 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Aerin the Doomelf Alchemist level 36
48th Regrowth 124th year of Ascendancy at 01:50 see stats
Log
Talent Pain Enhancement System is ready to use.
You may not change level so soon after a kill (2 game turns left to wait)!
Aerin is no longer surging arcane power.
You collect a new ingredient: lump of steel (1).
You gain 1.42 gold from the melting of barbed pouch of steel shots of grasping (20/20, 32-39 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.16 gold from the melting of barbed pouch of iron shots of annihilation (16/16, 28-33 power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 7.76 gold from the melting of restorative pair of dwarven-steel boots of strife (0 def, 4 armour).
You collect a new ingredient: lump of voratun (1).
You gain 2.73 gold from the melting of pair of voratun boots of disengagement (0 def, 5 armour).
You gain 4.97 gold from the melting of sunsealed linen robe (4 def, 4 armour).
You gain 5.01 gold from the melting of stormwoven woollen robe (0 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 5.99 gold from the melting of voratun steamgun of true flight.
You collect a new ingredient: lump of voratun (1).
You gain 6.98 gold from the melting of penetrating voratun steamgun of fire.
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 2.69 gold from the melting of inquisitor's pulsing mindstar of clarity (14-15 power, 32 apr, mind damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 6.56 gold from the melting of hungering pulsing mindstar of sand (13-14 power, 32 apr, nature damage).
[Music Mod] | Track: tt-downanddirty.ogg (Inspired by: Tape Titans - Down and Dirty)
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 67th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 22:43.
The furious lightning storm around Aerin calms down and disappears.






























































































































































































































