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 1.2.3Myth'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. 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: 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. 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! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. 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. Twinmagi 1.5.10For too long Archmages have ruled over all the schools of magic with an iron fist. No more! Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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 :) 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.
Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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. 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:
Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Deathknight |
Level / Exp | 39 / 76% |
Size | small |
Lifes / Deaths | Killed by Glkan the thalore at level 39 on the 11st Dusk 122nd year of Ascendancy at 15:32 6 / 1 |
Primary Stats
Strength | 133 (base 60) |
Dexterity | 39 (base 10) |
Constitution | 73 (base 60) |
Magic | 82 (base 60) |
Willpower | 61 (base 47) |
Cunning | 41 (base 25) |
Resources
Mana | 451/451 |
Equilibrium | 0 |
Life | 1254/1254 |
Psi | 131/131 |
Soul | 10/10 |
Healing Factor | 1.8488888888889 |
Regeneration | 7.6728888888889 |
Speed
Mental | +38.224096402774% |
Attack | 0% |
Movement | 0% |
Spell | +76.448192805549% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 3 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 210 |
Accuracy | 47 |
Crit Chance | 45% |
APR | 37 |
Speed | 0.72 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 33% |
Speed | 0.56673859000757 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +70% |
Blight | +68% |
Arcane | +55% |
Cold | +59% |
All | +52% |
Darkness | +67% |
Temporal | +61% |
Lightning | +59% |
Mind | +61% |
Fire | +68% |
Nature | +58% |
Offense: Damage Penetration
Darkness | +8% |
Temporal | +10% |
Blight | +15% |
Mind | +5% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 36.268591263751 (89.859154929577%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 100 |
Spell Save | 87 |
Mental Save | 87 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 70%( 76%) |
Arcane | + 31%( 70%) |
Cold | + 47%( 70%) |
All | + 28%( 70%) |
Darkness | + 65%( 76%) |
Temporal | + 30%( 70%) |
Lightning | + 30%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Teleport Resistance | 50% |
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 150 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Squire | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Dread | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Desecration | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic might | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Soul | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Undeath | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Reaping | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Soulforge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Spirit Feed |
talent | Charged Shield |
talent | Soul Link |
talent | Shadow of Death |
talent | Necrotic Aura |
talent | Squire: Melee |
talent | Kinetic Shield |
talent | Beyond the Flesh |
beneficial effect | Prevents the target from dying until they fall below -425 life. Soul Fragment |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +76% Combat Speed: +38% All Damage: +52% |
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 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 29% of the way to your next Rank. You have killed: 25 Uniques 11 Bosses 1 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. | active |
Equipment
Psionic focus | Aruth the steel greatmaul (30-45 power, 2 apr) Aruth the steel greatmaul (30-45 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 Base power: 30.0 - 45.0 Uses stats: 112% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 cold When wielded/worn: Armour penetration: +12 Physical crit. chance: +20.0% Damage when hit (Melee): 4 acid Changes resistances: +9% blight / +6% cold / +3% lightning Critical mult.: +17.00% Disease immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+8 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. |
On head | Xeda the iron helm (0 def, 3 armour) Xeda 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: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +1% Changes stats: +6 Str / +5 Dex / +7 Con Reduces incoming crit damage: 15.00% Light radius: +1 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | dreamer's pair of dwarven-steel boots of evasion (10 def, 4 armour) dreamer's pair of dwarven-steel boots of evasion (10 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Fatigue: +3% Physical save: +7 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | iron torque of kinetic psionic shield 'Arubeth' [power 23] (20 cooldown) iron torque of kinetic psionic shield 'Arubeth' [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% mind Changes damage: +9% mind Talent granted: +2 Telekinetic Blast Mental save: +9 (+1 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Eluma the Mucuspassion Eluma the MucuspassionPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +5 Str / +4 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +22% acid Changes resistances penetration: +5% nature Changes damage: +11% acid / +6% nature Grants telepathy: Dragon Humanoid/Orc Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+1 eff.) Spellpower: +7 (+2 eff.) Mindpower: +14 (+3 eff.) Light radius: +3 Rings can have magical properties. |
On fingers | steel ring 'Emelidarin' steel ring 'Emelidarin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +6 Dex / +6 Cun / +4 Con Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +3% arcane / +9% temporal Physical save: +8 (+2 eff.) Stun/Freeze immunity: +32% Life regen: +2.10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around neck | Curecut CurecutPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Dex / +5 Mag Changes resistances penetration: +20% nature Changes damage: +7% lightning / +11% blight / +16% fire / +7% cold / +7% acid Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.34 Spell / Animus Critical mult.: +16.00% Teleport immunity: +50% Spellpower: +16 (+4 eff.) Spell crit. chance: +6% Light radius: +3 See invisible: +18 It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
In main hand | Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | Umbramoon (0 def, 1 armour) Umbramoon (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage (Melee): 7 blight Damage when hit (Melee): 8 nature Changes stats: +3 Str / +3 Dex / +4 Cun Changes resistances: +13% darkness / +6% blight Changes resistances penetration: +15% nature Changes damage: +5% blight / +9% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +26% Mana each turn: +0.13 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Infravision radius: +2 When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 64% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). On weapon hit: * Slows global speed by 20% * 40% chance to inflict 15% damage reduction Damage (Melee): +6 arcane / +8 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +7 blight It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cloak | Neryribeth (1 def, 0 armour) Neryribeth (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 16 arcane / 8 acid Changes stats: +4 Str / +1 Wil / +4 Con Changes resistances: +12% darkness / +5% arcane Changes resistances penetration: +8% darkness / +15% blight Changes damage: +6% darkness Stealth bonus: +8 Physical save: +12 (+2 eff.) Mana when firing critical spell: +2.00 Maximum life: +171.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Berithel' (4 def, 13 armour) steel plate armour 'Berithel' (4 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +4 Armour: +13 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 8 light / 14 physical Changes stats: +2 Str / +1 Dex / +2 Wil Changes resistances: +12% blight / +14% darkness Critical mult.: +3.00% Physical save: +6 (+1 eff.) Life regen: +1.80 Maximum life: +49.00 Light radius: +1 Healing mod.: +16% A suit of armour made of metal plates. |
Inventory
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
warrior's copper ring of light (+22%) warrior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings can have magical properties. |
psionicist's gold ring of pilfering psionicist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Changes stats: +5 Wil Mental save: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 143% 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 can have magical properties. |
iron mail armour 'Armedan' (2 def, 4 armour) iron mail armour 'Armedan' (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Mag / +6 Wil / +4 Cun Changes resistances: +16% acid / +6% blight Mental save: +11 (+2 eff.) Maximum mana: +20.00 Maximum vim: +50.00 Spell crit. chance: +3% A suit of armour made of mail. |
spiked steel mail armour of cold resistance (2 def, 6 armour) spiked steel mail armour of cold resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +17% cold A suit of armour made of mail. |
Polagavea (3 def, 16 armour) Polagavea (3 def, 16 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +16 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +5 Mag / +4 Wil / +5 Cun Changes resistances: +6% acid / +7% cold / +5% arcane Allows you to breathe in: water Critical mult.: +10.00% Spell save: +20 (+4 eff.) Mental save: +11 (+2 eff.) Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spell crit. chance: +1% A suit of armour made of metal plates. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
Borurovor the Galeslice (4 def, 0 armour) Borurovor the Galeslice (4 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +4 Dex / +3 Wil / +5 Cun Changes resistances: +12% nature / +11% blight Changes damage: +3% lightning / +3% physical Life regen: +1.60 Mental crit. chance: +5% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentsage the linen cloak (6 def, 0 armour) Serpentsage the linen cloak (6 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +2 Mag / +2 Wil Changes resistances: +12% light / +12% fire Changes resistances penetration: +5% nature Changes damage: +9% temporal Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elidhewyn (0 def, 1 armour) Elidhewyn (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: -6% Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 10 mind / 11 darkness Changes stats: +2 Dex Physical save: +6 (+1 eff.) Mental save: -8 (-2 eff.) Disarm immunity: +22% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 64% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). Damage Shield penetration (this weapon only): +30% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic iron gauntlets (0 def, 4 armour) heroic iron gauntlets (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 (+1 eff.) Maximum life: +41.00 When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 64% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets (0 def, 1 armour) polar iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 64% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Belolrann (0 def, 1 armour) Belolrann (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +5 Wil Changes resistances: +7% cold Allows you to breathe in: water Mental save: +6 (+1 eff.) Psi when hit: +0.12 Maximum hate: +8.00 A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% fire / +5% cold 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. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 369.97 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 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. |
Achievements
By Apexey the Dark Faerie Deathknight level 17
6th Flare 122nd year of Ascendancy at 12:12 see stats
By Apexey the Dark Faerie Deathknight level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Apexey the Dark Faerie Deathknight level 20
7th Dusk 122nd year of Ascendancy at 01:48 see stats
By Apexey the Dark Faerie Deathknight level 30
7th Dusk 122nd year of Ascendancy at 19:27 see stats
By Apexey the Dark Faerie Deathknight level 37
9th Dusk 122nd year of Ascendancy at 09:00 see stats
By Apexey the Dark Faerie Deathknight level 39
11st Dusk 122nd year of Ascendancy at 15:26 see stats
By Apexey the Dark Faerie Deathknight level 39
13rd Dusk 122nd year of Ascendancy at 18:58 see stats
By Apexey the Dark Faerie Deathknight level 36
9th Dusk 122nd year of Ascendancy at 08:27 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 25th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 26th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 27th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 28th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 29th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 30th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 31st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 32nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 33rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 34th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 35th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 36th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 37th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the trap door and enter the underground tunnels...
As you enter you notice the trap door has no visible handle on the inside. You are stuck here!
Accepted quest 'Trapped!'! (Press 'j' to see the quest log)
Saving game...
Saving done.
Apexey deactivates Beyond the Flesh.
Apexey deactivates Squire: Melee.
Apexey deactivates Charged Shield.
Apexey deactivates Soul Link.
Apexey deactivates Kinetic Shield.
Apexey deactivates Spirit Feed.
Apexey deactivates Blurred Mortality.
Apexey deactivates Shadow of Death.
Apexey deactivates Necrotic Aura.