Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Forbidden Cults 1.5.9Official 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.
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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). Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Inferno Forger 1.5.0Adds 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. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Revamped Skirmisher 1.5.10Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Skirmisher |
Level / Exp | 19 / 25% |
Size | tiny |
Lifes / Deaths | no deaths recorded 5 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 56 (base 47) |
Constitution | 23 (base 19) |
Magic | 13 (base 10) |
Willpower | 39 (base 29) |
Cunning | 49 (base 43) |
Resources
Life | 380/380 |
Stamina | 206/206 |
Equilibrium | 30 |
Healing Factor | 1.1010362694301 |
Regeneration | 1.8167098445596 |
Speed
Mental | +37.386976401582% |
Attack | 0% |
Movement | 0% |
Spell | +74.773952803165% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 88 |
Accuracy | 56 |
Crit Chance | 36% |
APR | 15 |
Speed | 0.58 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 24% |
Speed | 0.57216763937715 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Mind | +35% |
Lightning | +40% |
Light | +34% |
Temporal | +31% |
Darkness | +31% |
Physical | +43% |
Fire | +34% |
All | +28% |
Offense: Damage Penetration
Physical | +20% |
Darkness | +5% |
Mind | +20% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 48.046511627907 (96.474130013267%) |
Defense | 52 |
Ranged Defense | 56 |
Fatigue | 35.872180451128 |
Physical Save | 47 |
Spell Save | 40 |
Mental Save | 48 |
Defense: Resistances
Acid | + 19%( 74%) |
Blight | + 17%( 74%) |
Arcane | + 10%( 74%) |
Cold | + 28%( 74%) |
All | 0%( 74%) |
Mind | + 7%( 74%) |
Lightning | + 27%( 74%) |
Light | + 9%( 74%) |
Temporal | + 6%( 74%) |
Physical | + 18%( 74%) |
Darkness | + 11%( 74%) |
Fire | + 21%( 74%) |
Nature | + 29%( 74%) |
Defense: Immunities
Disarm Resistance | 10% |
Confusion Resistance | 5% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 23 and cleanse 1 wound and 1 poison effect. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/24 |
| 0/51 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Pace Yourself |
talent | Bombardment |
talent | Antimagic Shield |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +75% Combat Speed: +37% All Damage: +28% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 15% of the way to your next Rank. You have killed: 14 Uniques 5 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within10 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 | pair of rough leather boots 'Sunglean' (9 def, 3 armour) pair of rough leather boots 'Sunglean' (9 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% arcane / +3% acid Changes damage: +6% light Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Quiver | Woezeal (18/18, 26-31.2 power, 2 apr) Woezeal (18/18, 26-31.2 power, 2 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 20 arcane resource burn * Slows global speed by 40% * disrupts spell-casting Damage (Ranged): +24 darkness Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 darkness Damage against: +7% Living / +14% Unnatural Shots are used with slings to pummel your foes to death. |
Light source | Lightningfist the brass lantern Lightningfist the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes stats: +4 Wil Changes resistances: +24% lightning Changes damage: +9% lightning / +6% fire Critical mult.: +11.00% Light radius: +2 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 | Elaba the linen wizard hat (1 def, 0 armour) Elaba the linen wizard hat (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +4 Cun / +6 Wil Changes resistances: +11% physical / +9% light / +21% fire / +7% mind / +3% nature Changes damage: +7% mind / +11% physical Physical save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Maximum psi: +14.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Tool | Silywe the steel torque of charged psionic shield [power 45] (20 cooldown) Silywe the steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Damage when hit (Melee): 8 physical Changes stats: +3 Dex Changes resistances: +6% blight Changes resistances penetration: +10% physical Talent granted: +2 Telekinetic Blast Maximum life: +20.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On hands | sand rough leather gloves of dexterity (+3) (0 def, 6 armour) sand rough leather gloves of dexterity (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Damage (Melee): 5 physical Changes stats: +3 Dex Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Ulfugomnir the Dimschism Ulfugomnir the DimschismInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Con Changes resistances: +3% lightning / +9% nature / +5% arcane Changes resistances penetration: +5% darkness Changes damage: +3% darkness Reduced damage from: +19% Summoned Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Mindpower: +8 (+3 eff.) A belt that goes around your waist. |
In main hand | rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
Main armor | Tempestsorrow the rough leather armour (1 def, 2 armour) Tempestsorrow the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str / +1 Cun Changes resistances: +16% acid / +7% physical / +11% darkness Changes resistances penetration: +20% mind Psi when hit: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
In off hand | iron shield 'Eilinegariathra' (4 def, 6 armour, 8.5-10.2 power, 20 block) iron shield 'Eilinegariathra' (4 def, 6 armour, 8.5-10.2 power, 20 block)Requires: - Cunning 11 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +11% blight / +16% cold / +17% nature Talent granted: +1 Block Blindness immunity: +15% Disarm immunity: +10% Confusion immunity: +5% Teleport immunity: +20% Handheld deflection devices. |
Cloak | Aerotta the Shockjam (1 def, 6 armour) Aerotta the Shockjam (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +6 Defense: +1 (+0 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal / +12% cold Changes resistances penetration: +15% temporal Changes damage: +3% lightning / +3% temporal Maximum life: +47.00 Maximum stamina: +14.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Unrizilatir UnrizilatirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +9 Defense: +6 (+2 eff.) Changes stats: +7 Con Changes resistances cap: +4% all Changes resistances penetration: +10% physical Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.20 Technique / Mobility +0.20 Technique / Skirmisher - Slings Physical save: +20 (+7 eff.) Spell save: +6 (+2 eff.) Life regen: +1.40 Maximum life: +38.00 Amulets can have magical properties. |
Inventory
Emusedatha the Brightknight Emusedatha the BrightknightPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid Changes resistances penetration: +5% acid / +15% light Changes damage: +31% light / +7% darkness Teleport immunity: +50% It can be used to teleport you randomly (rad 31), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
pouch of iron shots (18/18, 16.5-19.8 power, 1 apr) pouch of iron shots (18/18, 16.5-19.8 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of erosion (17/17, 17-20.4 power, 2 apr) pouch of steel shots of erosion (17/17, 17-20.4 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.0 - 20.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 Damage (Ranged): +8 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
Aeretha the Blindhunt (20/20, 32-38.4 power, 3 apr) Aeretha the Blindhunt (20/20, 32-38.4 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +15.0% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction * 20 arcane resource burn * Slows global speed by 20% * 10% chance to knock the target back * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +27 physical / +9 gravity Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +4 darkness Shots are used with slings to pummel your foes to death. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
Flameslicer the iron helm (0 def, 3 armour) Flameslicer the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +3 Wil Changes resistances: +7% blight / +13% fire / +6% mind / +6% cold Changes resistances penetration: +5% mind / +15% fire Changes damage: +3% mind Mental save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0 Dex / +0 Mag Changes resistances: +0% blight / +0% darkness Changes resistances cap: +0% blight / +0% darkness Spellpower: +0 (+0 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By bixn00d the Dark Faerie Skirmisher level 19
15th Dusk 122nd year of Ascendancy at 17:14 see stats
By bixn00d the Dark Faerie Skirmisher level 19
21st Dusk 122nd year of Ascendancy at 14:15 see stats
By bixn00d the Dark Faerie Skirmisher level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By bixn00d the Dark Faerie Skirmisher level 17
10th Mirth 122nd year of Ascendancy at 14:12 see stats
By bixn00d the Dark Faerie Skirmisher level 13
3rd Mirth 122nd year of Ascendancy at 17:47 see stats
Log
You gain 2.32 gold from the transmogrification of storm iron gauntlets of strength (+2) (0 def, 1 armour).
You gain 16.16 gold from the transmogrification of Firetorrent the rough leather belt.
You gain 1.35 gold from the transmogrification of spiked iron mail armour (2 def, 4 armour).
You gain 1.35 gold from the transmogrification of impenetrable iron mail armour (2 def, 10 armour).
You gain 1.45 gold from the transmogrification of spiked rough leather armour of cold resistance (1 def, 2 armour).
You gain 0.44 gold from the transmogrification of mindwoven linen robe (0 def, 0 armour).
You gain 1.41 gold from the transmogrification of acidic iron shield (4 def, 2 armour, 9-10.8 power, 18.5 block).
You gain 2.82 gold from the transmogrification of psychokinetic quiver of elm arrows of erosion (18/18, 13-18.2 power, 5 apr).
You gain 15.78 gold from the transmogrification of Shimmermistress the quiver of elm arrows (16/16, 13-18.2 power, 5 apr).
You gain 19.97 gold from the transmogrification of mossy mindstar 'Layewe' (2.5-2.75 power, 12 apr, mind damage).
You gain 15.21 gold from the transmogrification of Aerewyn (2.5-2.75 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of iron dagger (10.5-13.65 power, 5 apr).
You gain 1.75 gold from the transmogrification of iron waraxe of phasing (11.5-16.1 power, 7 apr).
You gain 0.25 gold from the transmogrification of iron waraxe (11.5-16.1 power, 2 apr).
You gain 10.78 gold from the transmogrification of Lavafury the iron waraxe (22-30.8 power, 2 apr).
You gain 3.40 gold from the transmogrification of balanced iron longsword of erosion (10.5-14.7 power, 2 apr).
You gain 3.45 gold from the transmogrification of hateful iron greatsword of daylight (16-25.6 power, 1 apr).
You gain 14.38 gold from the transmogrification of iron greatmaul 'Ebonymire' (30-45 power, 1 apr).
You gain 1.10 gold from the transmogrification of arcing iron battleaxe (15.5-23.25 power, 1 apr).
You gain 17.00 gold from the transmogrification of Gleamborn the iron battleaxe (14-21 power, 1 apr).
You gain 2.29 gold from the transmogrification of surging elm starstaff (10-12 power, 2 apr, darkness element).
You gain 2.04 gold from the transmogrification of surging elm starstaff (10-12 power, 2 apr, temporal element).
You gain 0.05 gold from the transmogrification of copper ring.
There is a way to the previous level 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.
Bixn00d deactivates Apply Poison.
Bixn00d deactivates Bombardment.
Bixn00d deactivates Trained Reactions.
Bixn00d deactivates Pace Yourself.
Bixn00d deactivates Antimagic Shield.