









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 42 / 38% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 14 (base 8) |
| Constitution | 31 (base 26) |
| Magic | 65 (base 60) |
| Willpower | 60 (base 49) |
| Cunning | 55.6 (base 46) |
Resources
| Life | 1124/1124 |
| Positive | 0/153 |
| Paradox | 300 |
| Steam | 100/100 |
| Healing Factor | 1.1567164179104 |
| Regeneration | 9.5429104477608 |
Speed
| Mental | -8.0047080075474E-12% |
| Attack | -8.0047080075474E-12% |
| Movement | +36.80425806594% |
| Spell | -8.0047080075474E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 8 |
| Crit Chance | 19% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 20% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 19% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Nature | +5% |
| Mind | +25% |
| Light | +6% |
| Temporal | +61% |
| Blight | +10% |
| Physical | +57% |
| Fire | +25% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +20% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 33 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 31 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Physical | + 40%( 70%) |
| Mind | + 11%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Silence Resistance | 72% |
| Bleed Resistance | 60% |
| Confusion Resistance | 33% |
| Instadeath Resistance | 100% |
| Stun Resistance | 79% |
| Poison Resistance | 80% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 359 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.42 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.90 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Chant of Fortitude |
| talent | Empower |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Yarrrr!! |
| detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: weary adventurer (level 6 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: weary adventurer (level 7 of Dreadfell) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed storm wyrm claw. * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | undeterred pair of rough leather boots of disengagement (0 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Talent granted: +5 Rocket Boots Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. A pair of boots made of leather. |
| Light source | bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +55.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Menik (12 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Defense: +12 (+6 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +17% physical / +7% mind / +22% fire Changes damage: +17% physical / +13% mind / +15% fire Physical save: +30 (+11 eff.) Mental save: +9 (+3 eff.) Silence immunity: +50% Maximum life: +30.00 Maximum psi: +21.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel torque of clear mind 'Xerawe' [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +12% mind Critical mult.: +15.00% Maximum vim: +20.00 Spellpower: +6 (+2 eff.) Damage Shield penetration: +20% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | GunegarekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +5 Con Grants telepathy: Dragon Physical save: +6 (+3 eff.) Light radius: +3 Rings can have magical properties. |
| On fingers | copper ring 'Hathiyarab'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +11% physical / +9% nature / +3% darkness Changes damage: +11% physical Rings can have magical properties. |
| Around waist | Amoyagar the BrightmortalInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +12% light / +3% blight Changes resistances penetration: +5% blight Maximum life: +43.00 Light radius: +3 A belt that goes around your waist. |
| In main hand | Crit Damag (41-49.2 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 35% * 35% chance to blind Damage (Melee): 35 fire Damage when hit (Melee): 4 nature Changes resistances: +3% nature Maximum wards: +2 temporal Changes damage: +6% light / +41% temporal Talents granted: +1 Command Staff +5 Ward Critical mult.: +34.00% Mana each turn: +5.38 Maximum mana: +100.00 Spellpower: +29 (+8 eff.) Spell crit. chance: +5% See invisible: +20 Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +5 Project Saw Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.3 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 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. |
| Cloak | Beolador the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Cun / +3 Dex Changes resistances: +18% lightning Changes damage: +9% physical Stun/Freeze immunity: +30% Maximum life: +50.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding gold amulet of mastery (0.12 Chronomancy / Timeline Threading)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Talent mastery: +0.12 Chronomancy / Timeline Threading Stun/Freeze immunity: +29% Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 120% / cooldown 70%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (557% speed; 8 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 557% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion of the wizard (rad 7; power 53; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (390.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 627.90 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the duelist (169 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 169.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 398 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 398 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Toxic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level.Zubatira (50-80 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 darkness Damage against: +24% Living When wielded/worn: Changes resistances: +18% cold / +15% mind / +9% darkness Mental save: +12 (+4 eff.) Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
potent ash starstaff of might (17-20.4 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% temporal Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
This item will automatically be transmogrified when you leave the level.Elamibeth the Chargevagrant (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +8 lightning Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +15% lightning / +25% arcane Changes damage: +12% lightning One-handed war axes. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 262, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Earebers the Gloomtaint (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 acid / 16 darkness Changes stats: +2 Mag Changes resistances: +12% darkness / +12% acid Changes damage: +6% acid Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Shifting Boots (7 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+3 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 13 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
restful rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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 Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 537.50 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level.Isirevena the Stokewrither [power 361] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +21% lightning / +5% arcane / +9% mind / +6% blight Changes damage: +15% fire Talent granted: +5 Void Blast Reduces incoming crit damage: 15.00% Spell save: +30 (+13 eff.) Silence immunity: +15% Disarm immunity: +15% It can be used to fire a bolt of a random element with (base) damage 180 to 361, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By ENGLAND IS MY CITY the Cornac Paradox Mage level 31
28th Regrowth 123rd year of Ascendancy at 17:09 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By ENGLAND IS MY CITY the Cornac Paradox Mage level 31
26th Regrowth 123rd year of Ascendancy at 14:57 see stats
Ay ay captain! (Nightmare (Roguelike) difficulty)
Turn into a pirate!By ENGLAND IS MY CITY the Cornac Paradox Mage level 31
26th Regrowth 123rd year of Ascendancy at 13:35 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By ENGLAND IS MY CITY the Cornac Paradox Mage level 34
39th Regrowth 123rd year of Ascendancy at 20:41 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ENGLAND IS MY CITY the Cornac Paradox Mage level 9
11st Dusk 122nd year of Ascendancy at 05:03 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By ENGLAND IS MY CITY the Cornac Paradox Mage level 33
36th Regrowth 123rd year of Ascendancy at 08:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By ENGLAND IS MY CITY the Cornac Paradox Mage level 20
23rd Haze 122nd year of Ascendancy at 09:02 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ENGLAND IS MY CITY the Cornac Paradox Mage level 25
73rd Haze 122nd year of Ascendancy at 01:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By ENGLAND IS MY CITY the Cornac Paradox Mage level 10
17th Dusk 122nd year of Ascendancy at 05:17 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By ENGLAND IS MY CITY the Cornac Paradox Mage level 20
23rd Haze 122nd year of Ascendancy at 05:21 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By ENGLAND IS MY CITY the Cornac Paradox Mage level 30
22nd Regrowth 123rd year of Ascendancy at 18:51 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By ENGLAND IS MY CITY the Cornac Paradox Mage level 40
23rd Pyre 123rd year of Ascendancy at 01:33 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ENGLAND IS MY CITY the Cornac Paradox Mage level 16
76th Dusk 122nd year of Ascendancy at 15:01 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By ENGLAND IS MY CITY the Cornac Paradox Mage level 32
33rd Regrowth 123rd year of Ascendancy at 03:01 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By ENGLAND IS MY CITY the Cornac Paradox Mage level 37
77th Regrowth 123rd year of Ascendancy at 00:13 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By ENGLAND IS MY CITY the Cornac Paradox Mage level 32
33rd Regrowth 123rd year of Ascendancy at 12:03 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By ENGLAND IS MY CITY the Cornac Paradox Mage level 34
36th Regrowth 123rd year of Ascendancy at 12:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By ENGLAND IS MY CITY the Cornac Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 16:11 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By ENGLAND IS MY CITY the Cornac Paradox Mage level 20
36th Haze 122nd year of Ascendancy at 15:08 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By ENGLAND IS MY CITY the Cornac Paradox Mage level 11
20th Dusk 122nd year of Ascendancy at 19:20 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By ENGLAND IS MY CITY the Cornac Paradox Mage level 36
65th Regrowth 123rd year of Ascendancy at 03:00 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By ENGLAND IS MY CITY the Cornac Paradox Mage level 31
26th Regrowth 123rd year of Ascendancy at 13:29 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By ENGLAND IS MY CITY the Cornac Paradox Mage level 23
39th Haze 122nd year of Ascendancy at 19:14 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ENGLAND IS MY CITY the Cornac Paradox Mage level 30
26th Regrowth 123rd year of Ascendancy at 07:41 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By ENGLAND IS MY CITY the Cornac Paradox Mage level 5
76th Pyre 122nd year of Ascendancy at 07:44 see stats
Log
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
ENGLAND IS MY CITY casts Timeport: Point Zero.
The spell fizzles...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You don't see how to get there...
ENGLAND IS MY CITY deactivates Reality Smearing.
ENGLAND IS MY CITY deactivates Contingency.
ENGLAND IS MY CITY deactivates Chant of Fortitude.
ENGLAND IS MY CITY deactivates Empower.
ENGLAND IS MY CITY deactivates Yarrrr!!.
ENGLAND IS MY CITY deactivates Energy Decomposition.












































































































