












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inferno Forger 1.6.7Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
* Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
* Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
* Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
* Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
* Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
* Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
* Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
* Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
* Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
Ashes of Urh'Rok 1.7.0Official 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:
Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Draconians (1.7 compat) 1.7.2Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the abscene of ajfluffy. forked AGAIN in the absence of Aura and it becoming unplayable in 1.7.2 (glad to yank down ifthe original fork updates). These are ONLY 'make it playable' fixes, and not anything robust because this player likes dragons. Items Vault 1.7.0Donators/Buyers bonus! Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Eoland's Vampire Race 1.7.2This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. UI Pack: Plumpkins! 1.6.0Cosmetic pack! Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Vampire |
| Class | Temporal Warden |
| Level / Exp | 24 / 91% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 51 (base 41) |
| Constitution | 30 (base 24) |
| Magic | 71 (base 44) |
| Willpower | 35 (base 12) |
| Cunning | 50 (base 10) |
Resources
| Life | 689/689 |
| Mana | 243/243 |
| Paradox | 350 |
| Steam | 100/100 |
| Healing Factor | 1.5092147729954 |
| Regeneration | 19.84617426489 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20.000000000004% |
| Spell | 0% |
| Global | +121.88948431535% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 29.839261347047 |
| See Invisible | 25.839261347047 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 52 |
| Crit Chance | 24% |
| APR | 12 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Darkness | +8% |
| Light | +18% |
| Temporal | +27% |
| Blight | +15% |
| Physical | +8% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +20% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 11 (49.007671158813%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 36 |
| Mental Save | 43 |
Defense: Resistances
| Nature | + 37%( 70%) |
| Lightning | + 9%( 70%) |
| Light | -10%( 70%) |
| Temporal | + 8%( 70%) |
| Blight | + 16%( 70%) |
| Darkness | + 8%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 80% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 362 damage for 6 turns. 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 135% efficiency and cooldown mod of 78%. 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 142% efficiency and cooldown mod of 87%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.40 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Undead / Vampire | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Weapon Folding |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Each turn will fire an arrow at Grand Corruptor. Arrow Echoes |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Reduces blight damage received by 16%. Premonition Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 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 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)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 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 54. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed skeleton mage skull. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 wretchling eyeball. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice wyrm tooth. | 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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of Zigur | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +9 (+5 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Relgorab (16/18, 42-59 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 18 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage On weapon crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 mind Damage (radius 1) on hit: +20 mind When wielded/worn: Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Blindsting' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +8% light Light radius: +11 See stealth: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Cyrita' (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +8 Cun / +6 Con Changes resistances: +7% nature Changes damage: +15% blight / +9% temporal Spell save: +5 (+2 eff.) Mental save: +9 (+3 eff.) Maximum life: +45.00 Healing mod.: +15% A cap made of leather. |
| Tool | overpowered ash totem of healing [power 308] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 308 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Band of Protection Powered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Steampower: +5 (+3 eff.) It can be used to generate a personal shield that absorbs up to 180 damage and damages attackers striking the wearer for 22 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
| In main hand | Epoch's Curve Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 111% Firing range: +9 On weapon hit: * splashes acid on your target dealing 36 damage and reducing their armor When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Requires: - Level 15 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Talent granted: +3 Iron Grip Disarm immunity: +80% N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This item has been sent to the Item's Vault. This object's appearance was changed to Invisible. |
| Main armor | rejuvenating cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +7.90 Stamina each turn: +0.70 A suit of armour made of leather. |
| Cloak | Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Changes resistances: +10% nature / +10% cold Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level.biting gale rune (damage 103; dur 4; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 102.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune of the psychic (absorb 250; dur 3; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 250 damage for 3 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 spell talent. |
clarifying steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% mind / +11% cold Allows you to breathe in: water Confusion immunity: +27% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Blizzardfame the dwarven-steel dagger (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 24 Damage (Melee): +13 mind Damage (radius 2) on crit: +20 cold When wielded/worn: Changes stats: +7 Wil / +3 Cun / +3 Con Changes resistances: +6% acid Changes resistances penetration: +15% cold Light radius: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Salurikira (15-18 power, 3 apr, cold 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: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes damage: +12% acid / +15% cold Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +11% See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering yew vilestaff of power (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.19 Maximum mana: +39.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel waraxe (18-25 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% 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 79 damage One-handed war axes. |
This item will automatically be transmogrified when you leave the level.blighted dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 blight Changes resistances: +6% blight Changes damage: +5% blight 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. |
This item will automatically be transmogrified when you leave the level.Crown of Burning Pain (13 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 53.11 fire and 57.36 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
This item will automatically be transmogrified when you leave the level.augmenting cashmere wizard hat of light (+18%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +18% light Changes damage: +6% acid / +12% light / +6% lightning / +7% cold / +7% arcane / +6% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 (+3 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 9 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. |
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. |
potent frost salve [power 17] potent frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 135% efficiency and 78% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 227] potent healing salve [power 227]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 135% efficiency and 78% cooldown modifier. It can be used to heal 227 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 17] potent water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 135% efficiency and 78% cooldown modifier. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (17% 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. |
This item will automatically be transmogrified when you leave the level.deadly pouch of dwarven-steel shots of wind (23/23, 38-46 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.5 - 46.2 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eothyd the Vampire Temporal Warden level 20
38th Regrowth 123rd year of Ascendancy at 11:22 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Eothyd the Vampire Temporal Warden level 12
44th Dusk 122nd year of Ascendancy at 19:59 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Eothyd the Vampire Temporal Warden level 22
48th Regrowth 123rd year of Ascendancy at 22:07 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Eothyd the Vampire Temporal Warden level 16
2nd Allure 123rd year of Ascendancy at 07:02 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eothyd the Vampire Temporal Warden level 16
48th Haze 122nd year of Ascendancy at 05:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Eothyd the Vampire Temporal Warden level 10
13rd Dusk 122nd year of Ascendancy at 06:25 see stats
Level 20 (Roguelike)
Got a character to level 20.By Eothyd the Vampire Temporal Warden level 20
38th Regrowth 123rd year of Ascendancy at 06:03 see stats
Paradoxology (Roguelike)
Both killed your future self and got killed by your future self.By Eothyd the Vampire Temporal Warden level 21
42nd Regrowth 123rd year of Ascendancy at 09:52 see stats
Self-killer (Roguelike)
Killed your future self.By Eothyd the Vampire Temporal Warden level 21
42nd Regrowth 123rd year of Ascendancy at 09:52 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Eothyd the Vampire Temporal Warden level 24
62nd Regrowth 123rd year of Ascendancy at 00:18 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Eothyd the Vampire Temporal Warden level 20
38th Regrowth 123rd year of Ascendancy at 11:22 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Eothyd the Vampire Temporal Warden level 8
10th Dusk 122nd year of Ascendancy at 14:36 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Eothyd the Vampire Temporal Warden level 20
38th Regrowth 123rd year of Ascendancy at 11:22 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eothyd the Vampire Temporal Warden level 13
40th Haze 122nd year of Ascendancy at 04:10 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Eothyd the Vampire Temporal Warden level 17
3rd Allure 123rd year of Ascendancy at 17:59 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Eothyd the Vampire Temporal Warden level 13
39th Haze 122nd year of Ascendancy at 18:26 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Eothyd the Vampire Temporal Warden level 18
5th Regrowth 123rd year of Ascendancy at 01:56 see stats
Log
Eothyd is no longer blood locked.
Eothyd casts Rune: Shielding.
A shield forms around Eothyd.
Eothyd casts Singularity Arrow.
Grand Corruptor hits Eothyd for (58 absorbed), 0 fire (0 total damage).
Eothyd's Arrow Echoes performs a ranged critical strike against Grand Corruptor!
Eothyd casts Dust to Dust.
Grand Corruptor is nearing the end.
Grand Corruptor loses sight!
Grand Corruptor is cut deeply.
Eothyd's Arrow Echoes hits Grand Corruptor for 93 physical, 20 mind, 15 temporal, 16 mind, 49 temporal, 57 temporal, 47 physical, 31 temporal, 26 physical, 62 temporal, 29 acid (443 total damage).
Grand Corruptor casts Blood Boil.
Grand Corruptor's spell attains critical power!
Eothyd is free from the weakness disease.
Eothyd slows down.
Your shield crumbles under the damage!
The shield around Eothyd crumbles.
Decrepitude Disease from Grand Corruptor hits Eothyd for (13 absorbed), 22 blight (22 total damage).
Grand Corruptor hits Eothyd for (225 absorbed), 0 blight (0 total damage).
Grand Corruptor receives 29 healing.
Eothyd's Singularity Arrow hits Grand Corruptor for 149 physical, 20 mind, 0 temporal, 8 mind, 62 temporal (238 total damage).
Deep Wound from Eothyd hits Grand Corruptor for 26 physical damage.
Grand Corruptor is drawn in by the singularity!
Eothyd hits Grand Corruptor for 175 physical damage.
There is an exit to the worldmap here (press '' or right click to use).
Eothyd is free from the decrepitude disease.
Eothyd speeds up.
Eothyd is free from the hex.
Accepted quest 'The fall of Zigur'! (Press 'j' to see the quest log)






















































































