
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Steamtech UI 1.1.4 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Marauder |
| Level / Exp | 28 / 54% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 64 (base 59) |
| Dexterity | 79 (base 59) |
| Constitution | 57 (base 47) |
| Magic | 24 (base 10) |
| Willpower | 47 (base 31) |
| Cunning | 56 (base 31) |
Resources
| Life | 761/761 |
| Stamina | 214/214 |
| Equilibrium | 20 |
| Healing Factor | 1.425111817684 |
| Regeneration | 20.592865765533 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 53.46669190158 |
| See Invisible | 50.46669190158 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 76 |
| Crit Chance | 49% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 116 |
| Accuracy | 76 |
| Crit Chance | 47% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Blight | +12% |
| Physical | +11% |
| Cold | +27% |
| Nature | +11% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 16 (62.946778433524%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 34 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Lightning | + 42%( 70%) |
| Nature | + 47%( 70%) |
| Cold | + 56%( 70%) |
| Blight | + 45%( 70%) |
| Physical | + 39%( 70%) |
| Fire | + 47%( 70%) |
| All | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 40% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 319 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.90 |
| 3/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 2.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Effects
| talent | Daunting Presence |
| talent | Quickdraw |
| talent | Elemental Harmony |
| talent | Trained Reactions |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 143 - 200 Accuracy: 92 (knife) APR: 29 Crit Chance: +45% Crit mult: 228% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Parrying melee and ranged attacks: Has a 76% chance to deflect up to 32 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity 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 Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. | 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 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Freezemalice (0 def, 4 armour) =???=3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +6% Critical power +20.00% Spellpower +15 (+7 eff.) Damage +9% cold defense ------ Armor +4 Fatigue +3% Spell save +6 (+3 eff.) other ------- Max mana +40.00 Blink to a nearby random location (rad 10) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 12 fire defense ------ Resistance +6% fire Mind save +8 (+2 eff.) other ------- Light +4 See Stealth +14 See Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating linen wizard hat of the mountain (+6%) (1 def, 0 armour) =FUS=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical +6% cold +6% fire A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) =FUS CritPwr SHOCK=1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+6 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | sneakthief's copper ring of frost (+24%)0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +12% cold Accuracy +6 (+1 eff.) defense ------ Resistance +24% cold Rings make your fingers look great! |
| On fingers | Splendourscar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +2 Wil +1 Cun offense ------ Damage +11% nature defense ------ Resistance +22% nature other ------- Light +3 Rings make your fingers look great! |
| Around neck | Islawe the Quenchtitan =FUS!=0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +3 Wil +4 Cun +4 Con offense ------ Mindpower +6 (+2 eff.) Move Speed +10% Damage +3% cold Ignore resists +15% acid defense ------ Fatigue -5% Resistance +6% acid +6% cold Mind save +7 (+2 eff.) Life Regen +2.00 Blind Resist +10% Confus Resist +10% other ------- Stamina/turn +0.40 Infravision +3 Sight +2 See Invis +6 Amulets make your neck look great! |
| In main hand | Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | noble's rough leather belt =Fus=1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +19% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
| In off hand | balanced voratun dagger of erosion (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego] Nature/Master Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +26% Sharp, short and deadly. |
| Cloak | Shiverward (1 def, 0 armour) =Fus=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Critical power +5.00% Damage +12% blight +3% cold defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of command (11 def, 7 armour) =Regen Armor Def=9.0 Encumbrance T2 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun defense ------ Armor +7 Defense +11 (+3 eff.) Fatigue +7% Mind save +12 (+4 eff.) Life +35.00 Life Regen +4.70 Healmod +11% A suit of armour made of leather. |
Inventory
heroism infusion of the titan (die at -447; dur 5; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -447 life. The duration and life will increase by 1% for every 1% life you have lost (currently 447 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 568%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 26%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
savior's steel amulet =All saves=0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+6 eff.) Spell save +11 (+5 eff.) Mind save +12 (+4 eff.) Amulets make your neck look great! |
starlit steel amulet of strength (+4) =Twilight Blind=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +15% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
marksman's copper ring of sensing =SPOT Blind=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +6 See Invis +6 Rings make your fingers look great! |
warrior's copper ring of clarity =Mind Confusion=0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str defense ------ Armor +4 Mind save +6 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
treant's gold ring =Nat Blight Pois Disease=0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +5% blight Poison Resist +12% Disease Resist +13% Rings make your fingers look great! |
Behemoth Hide (4 def, 6 armour) =CARRY Stam Size=9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
volcanic hardened leather armour of fire resistance (9 def, 11 armour) =FIRE PHYS=9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 7 fire defense ------ Armor +11 Defense +9 (+3 eff.) Fatigue +8% Resistance +15% physical +30% fire A suit of armour made of leather. |
blurring rough leather belt of carrying =CARRY=1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+2 eff.) Fatigue -4% Stealth +6 other ------- Encumbrance +22 A belt that goes around your waist. |
insulating rough leather belt of burglary =INFRA Hot^Cold=1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Lck defense ------ Resistance +6% fire +5% cold Stealth +6 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
grounding hardened leather belt of transcendence =Shock Temp=1.0 Encumbrance T3 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +7% lightning +5% temporal Physical save +8 (+4 eff.) A belt that goes around your waist. |
cashmere cloak of backstabbing (2 def, 0 armour) =???=2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Critical power +15.00% Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +2 (+1 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =Dark Temp=2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Defense +2 (+1 eff.) Resistance +18% darkness +14% temporal Spell save +10 (+5 eff.) Out-of-Phase Defense +14 Out-of-Phase Resistance +11% Out-of-Phase Resilience +20% other ------- Max mana +51.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) =CARRY Stamina=3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +5 (+2 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) =???=3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Move Speed +25% Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand hardened leather gloves of dexterity (+3) (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 10 physical Damage +4% physical Accuracy +15 (+4 eff.) defense ------ Armor +9 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. |
naturalist's dwarven-steel gauntlets of butchering (0 def, 2 armour) =Pierce Blight=1.5 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+1 eff.) On-Hit 8 nature Damage +5% nature Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Fatigue +3% Resistance +5% nature +6% blight Spell save +11 (+5 eff.) 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. |
cashmere wizard hat 'Sparkusher' (2 def, 0 armour) =SHOCK=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Defense +2 (+1 eff.) Resistance +12% lightning +6% fire +10% cold A pointy cloth hat, very wizardly... |
miner's rough leather cap of might (0 def, 3 armour) =Infra=2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour) =DIVE Twilight Cold=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +7% cold +11% light +11% darkness other ------- Breathe water A cap made of leather. |
thaloren voratun helm (0 def, 5 armour) =Blight=3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +2 Wil defense ------ Armor +5 Fatigue +5% Resistance +7% blight Mind save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
survivor's alchemist's lamp of clarity =???=1.0 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +9 (+4 eff.) Mind save +5 (+1 eff.) Healmod +12% other ------- Light +4 See Stealth +11 See Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
sapper's iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of gale force [power 200] (17 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 222 physical damage Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of thorny skin [power 42] (20 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Sparkblack the ash wand of shielding [power 206] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +4 Con offense ------ Critical power +5.00% Damage +6% lightning Ignore Armor +1 defense ------ Resistance +3% light +12% cold Mind save +9 (+3 eff.) Disarm Resist +20% Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Stabber Lee the Thalore Marauder level 15
77th Dusk 122nd year of Ascendancy at 23:49 see stats
Exterminator
Killed 1000 creatures.By Stabber Lee the Thalore Marauder level 20
46th Haze 122nd year of Ascendancy at 18:22 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stabber Lee the Thalore Marauder level 22
64th Haze 122nd year of Ascendancy at 01:49 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stabber Lee the Thalore Marauder level 19
28th Haze 122nd year of Ascendancy at 18:13 see stats
Level 10
Got a character to level 10.By Stabber Lee the Thalore Marauder level 10
7th Mirth 122nd year of Ascendancy at 00:55 see stats
Level 20
Got a character to level 20.By Stabber Lee the Thalore Marauder level 20
45th Haze 122nd year of Ascendancy at 22:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Stabber Lee the Thalore Marauder level 24
18th Regrowth 123rd year of Ascendancy at 20:20 see stats
Size matters
Did over 600 damage in one attack.By Stabber Lee the Thalore Marauder level 24
25th Regrowth 123rd year of Ascendancy at 00:47 see stats
The Arena
Unlocked Arena mode.By Stabber Lee the Thalore Marauder level 7
4th Mirth 122nd year of Ascendancy at 18:36 see stats
The secret city
Discovered the truth about mages.By Stabber Lee the Thalore Marauder level 10
9th Mirth 122nd year of Ascendancy at 10:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Stabber Lee the Thalore Marauder level 23
15th Regrowth 123rd year of Ascendancy at 08:16 see stats
Log
Stabber Lee is no longer evading attacks.
Weakness Disease from Stabber Lee hits Training Dummy for 19 blight damage.
Training Dummy is free from the weakness disease.
Talent Heartseeker is ready to use.
Training Dummy has regained its confidence.
Stabber Lee no longer revels in blood quite so much.
Talent Greater Weapon Focus is ready to use.
Stabber Lee deactivates Total Thuggery.
Resting starts...
Talent Evasion is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Stabber Lee drops on the floor: Baralarab the Blizzardroar (118% power, 7 apr).
Your Baralarab the Blizzardroar (118% power, 7 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Stabber Lee drops on the floor: elemental dwarven-steel dagger of evisceration (116% power, 7 apr).
Your elemental dwarven-steel dagger of evisceration (116% power, 7 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Stabber Lee drops on the floor: cured leather armour (6 def, 4 armour).
Your cured leather armour (6 def, 4 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Stabber Lee drops on the floor: hardened leather belt.
Your hardened leather belt is magically sorted by the storage room and put in a pile with the others items of the same type.











































































































