







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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:
Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Wood Sprite |
| Class | Moonchild |
| Level / Exp | 28 / 12% |
| Size | small |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 62nd Dusk 122nd year of Ascendancy at 19:47 3 / 3Killed by WoodMoon at level 17 on the 71st Haze 122nd year of Ascendancy at 22:15 Killed by elven tempest at level 25 on the 56th Pyre 123rd year of Ascendancy at 04:57 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 84 (base 60) |
| Willpower | 74 (base 56) |
| Cunning | 10 (base 10) |
Resources
| Life | 700/700 |
| Healing Factor | 1.2911363549267 |
| Regeneration | 19.431602141647 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +160% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 16 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +50% |
| Physical | +5% |
| Arcane | +11% |
| Cold | +5% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +35% |
| Light | +55% |
| Arcane | +45% |
| Nature | +30% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 32 (35.65183292883%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 6 |
| Physical Save | 30 |
| Spell Save | 39 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 21%( 70%) |
| Darkness | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 67% |
| Confusion Resistance | 54% |
| Teleport Resistance | 20% |
| Silence Resistance | 51% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 351 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 122 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Faerie / Silverlight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Faerie / Autumn moon | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Faerie / Goldenlight | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Faerie / Jubilation | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Faerie / Gloaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Faerie / Spring moon | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Wood sprite | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Faerie / Caprice | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Faerie / Mistbound | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Languid Haze |
| talent | Chant of Fortitude |
| talent | Graceful Cadence |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by WoodMoon. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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 ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 snow giant kidney. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
The Midsummer Queen has taken an interest in you. Pray you don't disappoint her. The Queen's Fancy* You have searched the court of the Midsummer Queen, yet she is absent. Instead, you find a portal into the treacherous Faewilds... * You finally held your appointed audience with the Midsummer Queen. She had a most peculiar request for you... * You found an ancient, eerie staff in the Master's possession. Surely, this is the 'Staff of Absorption' Titania mentioned. It is unclear how you are meant to 'awaken' it, however. | 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 |
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 | Blazesmasher (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +6% light Melee Ret 6 lightning 10 cold 8 light ----- def ----- Armour +4 Fatigue +3% Resists +18% lightning +6% cold Silence- +31% Confus- +34% Stun/Frz- +37% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Fulyrek the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +5 (+1 eff.) Max.HP +44.00 HP.reg +2.00 Heal.mod +5% Blind- +20% Silence- +10% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arthedradil the Furnacefame (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% fire Max.HP +40.00 Silence- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Flashblight the ash totem of healing [power 284] (19 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning +5% nature Melee Ret 4 lightning Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 19 cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | conjurer's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 12 light Ranged+ 15 light Dmg.mod +12% light Rings make your fingers look great! |
| Around waist | reinforced hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Armour +7 Defense +10 (+2 eff.) Phys.save +18 (+9 eff.) Mind.save +8 (+3 eff.) Max.HP +40.00 A belt that goes around your waist. |
| In main hand | Prismlord (120% power, 4 apr, light element)5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light Res.pen +20% light ----- def ----- Defense +27 (+6 eff.) Heal.mod +5% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 169.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Golden Touch (0 def, 0 armour) Golden Touch (0 def, 0 armour)1.0 T1 hands armor [Unique] Arcane While equipped: Stats +20 Lck dps ---------- Melee+ 10 light Dmg.mod +10% light Res.pen +10% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. There are those to whom the right touch comes naturally and unthinkingly. With a wave of their hand, or the tiniest nudge of a finger, all falls neatly into order, as though it were always meant to be so. The rest of us may don these golden fae-woven silk gloves. |
| Main armor | Droharafang the drakeskin leather armour (20 def, 12 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +12 Defense +20 (+4 eff.) Fatigue +8% Resists +11% acid +12% temporal +15% fire +5% arcane +10% cold Max.HP +59.00 HP.reg +9.80 Heal.mod +12% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Breathe water A suit of armour made of leather. |
| Cloak | cashmere cloak 'Glivea' (17 def, 4 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +5 (+1 eff.) Dmg.mod +9% arcane Res.pen +10% arcane ----- def ----- Armour +4 Defense +17 (+4 eff.) Resists +6% blight +12% darkness Confus- +20% ---------- misc Max.mana +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Tidescar0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +7 Con dps ---------- Mind.crit +2% Dmg.mod +3% physical +3% cold Melee Ret 4 physical ----- def ----- Phys.save +9 (+4 eff.) Max.HP +46.00 HP.reg +3.00 ---------- misc Max.hate +6.00 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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. |
Prismatic Rune (6 turns; arcane, physical, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 arcane, 3 physical, 4 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Fae Choker Fae Choker0.1 T1 amulet jewelry [Unique] Arcane While equipped: Stats +5 Lck ---------- misc Maximum Caprice: +10 Immediately reverse your Caprice flow. (This may have unintended consequences.). Uses 40 power out of 50/50 Activation is instant. A diamond-studded collar gifted by Titania to her favourite playthings. A trace of her command over faerie magic lingers about it, although you know instinctively that trusting its power would be unwise. |
Unredudar the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +8 Wil dps ---------- Spell.pwr +11 (+3 eff.) Melee Ret 2 blight ----- def ----- Resists +9% blight Crit.chn- 15.00% ---------- misc Infravis +2 See.Invis +12 Rings make your fingers look great! |
steel opal ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +7 Mag +7 Wil +2 Cun +2 Con dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str dps ---------- Acc +9 (+6 eff.) Apr +9 ----- def ----- Armour +4 Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+7 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Hellvalor1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% fire Res.pen +20% fire ----- def ----- Resists +12% fire Phys.save +9 (+4 eff.) ---------- misc Light +2 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Dmg.mod +5% acid +8% temporal +8% fire +8% cold +8% arcane +9% physical ----- def ----- Resists +12% acid +12% physical +12% fire +12% cold +11% all ---------- misc Max.mana +33.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Drayon the Arckiller (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +10% lightning ----- def ----- Armour +4 Fatigue -3% Resists +12% temporal Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +37.00 HP.reg +4.00 Silence- +10% ---------- misc Stam/turn +0.20 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 'Brenurand' (5 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +10% mind ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +3% Silence- +20% Stun/Frz- +20% 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. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
347 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Koryhor (dig speed 22 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Dex ----- def ----- Resists +12% acid +12% fire +7% darkness Affinity +15% darkness Disarm- +20% Stun/Frz- +10% ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Ce'Nywen the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Mind.crit +1% Crit.mult +20.00% ----- def ----- Armour +4 Resists +1% physical Phys.save +3 (+1 eff.) Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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. |
Transmogrification Chest2.0 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. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By WoodMoon the Wood Sprite Moonchild level 28
72nd Pyre 123rd year of Ascendancy at 10:24 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By WoodMoon the Wood Sprite Moonchild level 27
60th Pyre 123rd year of Ascendancy at 23:33 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By WoodMoon the Wood Sprite Moonchild level 21
11st Regrowth 123rd year of Ascendancy at 00:52 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WoodMoon the Wood Sprite Moonchild level 23
31st Regrowth 123rd year of Ascendancy at 11:12 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By WoodMoon the Wood Sprite Moonchild level 24
45th Regrowth 123rd year of Ascendancy at 22:44 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By WoodMoon the Wood Sprite Moonchild level 19
10th Allure 123rd year of Ascendancy at 08:04 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By WoodMoon the Wood Sprite Moonchild level 25
47th Pyre 123rd year of Ascendancy at 09:07 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By WoodMoon the Wood Sprite Moonchild level 10
26th Haze 122nd year of Ascendancy at 00:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By WoodMoon the Wood Sprite Moonchild level 20
10th Allure 123rd year of Ascendancy at 20:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By WoodMoon the Wood Sprite Moonchild level 9
78th Dusk 122nd year of Ascendancy at 00:42 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By WoodMoon the Wood Sprite Moonchild level 16
69th Haze 122nd year of Ascendancy at 11:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By WoodMoon the Wood Sprite Moonchild level 17
72nd Haze 122nd year of Ascendancy at 21:19 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By WoodMoon the Wood Sprite Moonchild level 26
60th Pyre 123rd year of Ascendancy at 20:37 see stats
Log
Today is the 72nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:16.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret (Nightmare (Adventure) difficulty)!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 73rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
Today is the 74th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:20.
Today is the 75th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:38.
Today is the 76th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:56.






















































