

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 27 / 54% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 52 (base 25) |
| Dexterity | 52 (base 44) |
| Constitution | 24 (base 16) |
| Magic | 18 (base 14) |
| Willpower | 21 (base 11) |
| Cunning | 54 (base 37) |
Resources
| Life | 661/661 |
| Psi | 101/101 |
| Steam | 79/100 |
| Healing Factor | 1.3902474226804 |
| Regeneration | 43.167182474226 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 13 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 64 |
| Crit Chance | 35% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Darkness | +10% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +5% |
| Physical | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 61.511077022655 (88.454810495627%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 36 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 39%( 70%) |
| Physical | + 55%( 70%) |
| Cold | + 34%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 35%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Poison Resistance | 50% |
| Disarm Resistance | 90% |
| Bleed Resistance | 50% |
| Teleport Resistance | 0% |
| Silence Resistance | 20% |
| Pinning Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 125% efficiency and cooldown mod of 66%. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Boltgun |
| talent | Rocket Pod |
| talent | Skate |
| beneficial effect | The target is surrounded by a static shield, increasing all resistances by 18% and causing attacks against them to trigger a shield attack for 83% damage as lightning. Static Shield |
| beneficial effect | Has 3 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 3 Ammo |
| beneficial effect | Provides a frost aura, giving you +19% cold, nature and darkness affinity. Frost Salve |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 7 conal explosion dealing 37% steamgun damage. 2 stacks remaining. Reactive Armor |
Quests
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you learnt talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 33. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Anti-Gravity Boots (9 def, 9 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+2 eff.) These boots have a 8% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (61 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (105 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | acidic pouch of voratun shots (21/22, 55.5-66.6 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Talent granted: +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | BorylenPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% temporal / +14% light / +15% mind Changes damage: +10% darkness Damage affinity(heal): +5% darkness Physical save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Life regen: +4.00 Light radius: +4 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 75.63 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xybretira (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +6% nature / +3% temporal Disease immunity: +20% Silence immunity: +20% Life regen: +4.00 Stamina when hit: +0.90 Equilibrium when hit: +0.80 Light radius: +0 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Dairydan' (0 def, 3 armour) =100hp=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Damage when hit (Melee): 2 arcane Changes stats: +3 Wil / +4 Mag Changes resistances: +6% blight Talent granted: +3 Iron Grip Critical mult.: +8.00% Disarm immunity: +80% Maximum life: +100.00 Spell crit. chance: +5% Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Beluhad [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% lightning / +9% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. * Heal for 35. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +6 Con Life regen: +7.00 Maximum life: +42.00 Healing mod.: +11% Rings can have magical properties. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around neck | Layadalle the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +2.0% Fatigue: -7% Life regen: +3.00 Hate when firing a critical mind attack: +1.00 Maximum stamina: +30.00 Infravision radius: +2 Amulets can have magical properties. |
| In main hand | Unlightsweeper the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +800% Damage (Ranged): +8 darkness Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun / +8 Str Changes resistances penetration: +12% physical Changes damage: +3% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | windwalling dwarven-steel shield of shrapnel (0 def, 7 armour, 26.5-31.8 power, 74.5 block)Requires: - Shield usage training - Cunning 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 Damage (Melee): +13 physical When wielded/worn: Armour: +7 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) Changes stats: +4 Wil Changes resistances: +14% physical Talent granted: +1 Block Slows Projectiles: +21% Bonus block near projectiles: +39 Handheld deflection devices. |
| Cloak | linen cloak 'Velutha' (19 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +19 (+6 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +18% lightning Spell save: +7 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Pyro: Cape. |
| Main armor | Emelerena (0 def, 18 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +18 Fatigue: +22% Damage when hit (Melee): 0 physical Changes stats: +5 Str Changes resistances: +15% darkness / +5% physical Changes resistances penetration: +5% arcane / +5% blight Critical mult.: +15.00% Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +11.70 Stamina each turn: +1.80 Maximum life: +31.00 Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
schematic: Acid GrooveRequires: - 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. |
schematic: Air RecyclerRequires: - 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. |
schematic: Armour ReinforcementRequires: - 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. |
schematic: Deflection FieldRequires: - 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. |
schematic: Explosive ShellRequires: - 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. |
schematic: Flash PowderRequires: - 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. |
schematic: Frost SalveRequires: - 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. |
2 schematic: Fungal WebRequires: - 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. |
4 schematic: HeadlampRequires: - 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. |
schematic: Healing SalveRequires: - 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. |
2 schematic: Iron GripRequires: - 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. |
schematic: Itching PowderRequires: - 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. |
schematic: Kinetic StabiliserRequires: - 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. |
schematic: Mental StimulatorRequires: - 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. |
3 schematic: Pain Suppressor SalveRequires: - 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. |
schematic: Razor EdgeRequires: - 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. |
schematic: Saw ShellRequires: - 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. |
schematic: SteamgunRequires: - 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. |
schematic: SteamsawRequires: - 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. |
schematic: Waterproof CoatingRequires: - 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. |
Belitira =MAJ5=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +3% temporal Disease immunity: +20% Cut immunity: +10% Disarm immunity: +20% Confusion immunity: +10% Only die when reaching: -60.00 life Amulets can have magical properties. |
gold garnet ring =STR and CON=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Changes stats: +6 Str / +7 Con Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings can have magical properties. |
Prismwasp the steel dagger (11-14.3 power, 6 apr) =4con=Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +4 Dex / +4 Con Changes damage: +6% light Sharp, short and deadly. |
GuldilRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +16 blight Damage (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Effects on ranged hit: * 20% chance to reduce armor by 21% Changes stats: +3 Mag Changes resistances penetration: +10% all Changes damage: +8% arcane Spellpower: +9 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Bregiresus'Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Travel speed: +200% When wielded/worn: Changes stats: +6 Str / +7 Dex / +5 Mag / +5 Wil / +5 Cun / +8 Con Changes resistances: +5% arcane Physical save: +12 (+6 eff.) Disease immunity: +10% Stamina each turn: +3.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Isumira the Ravenpower (21-29.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage Damage (radius 1) on hit: +4 darkness When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Wil Changes damage: +3% darkness Critical mult.: +5.00% Equilibrium when hit: +0.20 Maximum hate: +2.00 Maximum psi: +40.00 Mindpower: +10 (+5 eff.) One-handed war axes. |
Xolravea the CorpsepulverizerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% blight / +5% arcane Changes damage: +3% light Damage against: +17% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
Vestments of the Conclave (0 def, 0 armour) =9 maj with the boost=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 Fatigue: +0% Damage when hit (Melee): 0 physical Changes stats: +0 Cun / +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Yvavea (0 def, 8 armour) =2maj=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +8 Fatigue: +3% Changes stats: +2 Mag Changes resistances: +8% acid / +7% fire / +7% lightning / +9% cold Changes resistances penetration: +10% blight / +7% physical Spellpower: +6 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Milathandil' (0 def, 4 armour) =7con=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +4 Wil / +7 Con Changes resistances: +9% acid Changes resistances penetration: +32% physical Changes damage: +6% physical Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Tezor' (0 def, 2 armour) =3con=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +5 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes stats: +4 Cun / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +5% physical Changes damage: +4% lightning / +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinekira (0 def, 3 armour) =stats maj=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +3 Str / +5 Mag / +7 Wil / +4 Con Changes resistances: +7% cold Changes damage: +9% blight / +6% arcane Allows you to breathe in: water Silence immunity: +0% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Silence immunity: +0% Light radius: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
432 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Isubeth the brass lantern =stats=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str / +3 Wil / +3 Con Changes damage: +6% mind / +9% physical Physical save: +6 (+3 eff.) Maximum stamina: +10.00 Light radius: +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. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Hailwisp'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes resistances penetration: +5% cold Changes damage: +6% cold Maximum life: +45.00 Light radius: +3 Infravision radius: +3 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying 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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)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 Activation costs 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. |
powerful frost salve [power 24] powerful frost salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 333] powerful healing salve [power 333]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 50% cooldown modifier. It can be used to heal 333 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 158% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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) Activation costs 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. |
mastercraft head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +16 (+4 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
innervating dwarven-steel torque of mindblast [power 215] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 34% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Conyac Bourbon the Cornac Annihilator level 25
53rd Dusk 122nd year of Ascendancy at 13:58 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Conyac Bourbon the Cornac Annihilator level 10
9th Mirth 122nd year of Ascendancy at 00:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Conyac Bourbon the Cornac Annihilator level 21
45th Dusk 122nd year of Ascendancy at 08:09 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 Conyac Bourbon the Cornac Annihilator level 25
53rd Dusk 122nd year of Ascendancy at 13:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Conyac Bourbon the Cornac Annihilator level 10
9th Mirth 122nd year of Ascendancy at 00:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Conyac Bourbon the Cornac Annihilator level 20
36th Dusk 122nd year of Ascendancy at 08:56 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Conyac Bourbon the Cornac Annihilator level 10
1st Dusk 122nd year of Ascendancy at 16:28 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Conyac Bourbon the Cornac Annihilator level 25
53rd Dusk 122nd year of Ascendancy at 13:58 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Conyac Bourbon the Cornac Annihilator level 24
49th Dusk 122nd year of Ascendancy at 03:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Conyac Bourbon the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 13:04 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Conyac Bourbon the Cornac Annihilator level 25
53rd Dusk 122nd year of Ascendancy at 13:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Conyac Bourbon the Cornac Annihilator level 10
2nd Flare 122nd year of Ascendancy at 07:41 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Conyac Bourbon the Cornac Annihilator level 25
70th Dusk 122nd year of Ascendancy at 23:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Conyac Bourbon the Cornac Annihilator level 24
48th Dusk 122nd year of Ascendancy at 11:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Conyac Bourbon the Cornac Annihilator level 15
22nd Dusk 122nd year of Ascendancy at 02:29 see stats
Log
Shot Glass (servant of Conyac Bourbon)'s Explosive Shell hits Eliwyn the greater teluvorta for (6 flat reduction), 0 blight, (14 flat reduction), (13 converted), 31 physical, (9 flat reduction), 0 blight, (14 flat reduction), (22 converted), 52 physical, (8 flat reduction), 0 blight (83 total damage).
Conyac Bourbon hits Eliwyn the greater teluvorta for (7 flat reduction), 0 acid (0 total damage).
Conyac Bourbon's Rocket Pod hits Eliwyn the greater teluvorta for (14 flat reduction), (16 converted), 37 fire, (7 flat reduction), 0 acid, (4 flat reduction), 0 darkness (37 total damage).
Eliwyn the greater teluvorta converts damage to paradox!
Conyac Bourbon's Reactive Armor hits Eliwyn the greater teluvorta for (14 flat reduction), (8 converted), 19 physical, (8 flat reduction), 0 darkness (19 total damage).
Conyac Bourbon uses Explosive Shell.
Eliwyn the greater teluvorta resists the knockback!
Shot Glass (servant of Conyac Bourbon)'s Tornado hits Eliwyn the greater teluvorta for (0 flat reduction), 0 blight, (4 flat reduction), 0 lightning (0 total damage).
Conyac Bourbon's Explosive Shell misses Eliwyn the greater teluvorta.
Shot Glass (servant of Conyac Bourbon) shoots!
Eliwyn the greater teluvorta deflects the projectile from Shot Glass (servant of Conyac Bourbon) to the northwest!
Eliwyn the greater teluvorta deflects the projectile from Shot Glass (servant of Conyac Bourbon) to the south!
Eliwyn the greater teluvorta converts damage to paradox!
Viral Injection from Shot Glass (servant of Conyac Bourbon) hits Eliwyn the greater teluvorta for (7 flat reduction), 0 blight (0 total damage).
Acid Splash from Conyac Bourbon hits Eliwyn the greater teluvorta for (6 flat reduction), 0 acid (0 total damage).
Burning Phosphorous from Conyac Bourbon hits Eliwyn the greater teluvorta for (14 flat reduction), (1 converted), 2 fire (2 total damage).
Conyac Bourbon's Rocket Pod performs a ranged critical strike against Eliwyn the greater teluvorta!
Eliwyn the greater teluvorta converts damage to paradox!
Conyac Bourbon's Rocket Pod hits Eliwyn the greater teluvorta for (14 flat reduction), (27 converted), 64 fire (64 total damage).
Conyac Bourbon's Rocket Pod killed Eliwyn the greater teluvorta!
Shot Glass (servant of Conyac Bourbon) deactivates Mecharachnid Link.
Shot Glass (servant of Conyac Bourbon) deactivates Bone Shield.
The static shield around Conyac Bourbon crumbles.
Conyac Bourbon deactivates Rocket Pod.
Conyac Bourbon deactivates Boltgun.
Conyac Bourbon deactivates Skate.
Conyac Bourbon deactivates Exoskeleton.
Conyac Bourbon is not affected anymore by the salve.


































































































