











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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:
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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 17 / 33% |
| Size | small |
| Lifes / Deaths | Killed by thought-forged bowman at level 7 on the 3rd Mirth 122nd year of Ascendancy at 00:20 0 / 7Killed by The Shade at level 12 on the 36th Haze 122nd year of Ascendancy at 13:03 Killed by The Shade at level 12 on the 36th Haze 122nd year of Ascendancy at 14:59 Killed by Xanymille the gloomy cave bear at level 12 on the 64th Haze 122nd year of Ascendancy at 03:43 Killed by Elinor the drem at level 15 on the 76th Regrowth 123rd year of Ascendancy at 18:25 Killed by Horned Horror at level 16 on the 1st Time of Balance 123rd year of Ascendancy at 01:20 Killed by Eilinumira the black ooze at level 17 on the 1st Pyre 123rd year of Ascendancy at 17:32 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 42 (base 33) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 62 (base 44) |
Resources
| Life | -47/381 |
| Stamina | 112/166 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.25242905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 55.154681673803 |
| See Invisible | 54.154681673803 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 48 |
| Crit Chance | 34% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 48 |
| Crit Chance | 31% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Lightning | +6% |
| Nature | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +18% |
| Mind | +15% |
| Cold | +9% |
Defense: Base
| Armour (hardiness) | 17 (49.007671158813%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 23 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 593% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You 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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Flashpython the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +3 Dex dps ---------- Dmg.mod +6% lightning Res.pen +15% mind +5% lightning ----- def ----- Armour +1 Resists +5% arcane Stealth +6 A pair of boots made of leather. |
| Light source | Branorek the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +9% mind Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +7 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 | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | iron torque of gale force [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cyrythra the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Dex dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Aruwen the Starwinnow (35-46 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +21 lightning +32 cold +8 light On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +20% Res.pen +13% lightning +9% cold Melee Ret 2 light ----- def ----- Resists +6% light +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
| Around waist | Baryneg the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +1% Acc +10 (+3 eff.) Apr +3 ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
| In off hand | arcing steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Nature Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing rough leather armour of command (8 def, 5 armour)9.0 T1 light armor [Ego+] Disrupt/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +6% Resists +11% nature +11% blight Mind.save +11 (+6 eff.) A suit of armour made of leather. |
Inventory
movement infusion (speed 424%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 424% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 488%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 488% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 134; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 10; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 241; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Zerahad the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Mag +2 Wil +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 46% ----- def ----- Phys.save +8 (+4 eff.) Max.HP +37.00 HP.reg +5.00 Amulets make your neck look great! |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% mind Confus- +24% Amulets make your neck look great! |
insulating steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +24% Knockbk- +21% Amulets make your neck look great! |
steel amulet 'Fuludebers'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% temporal ----- def ----- Defense +15 (+5 eff.) Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.00 Max.stam +30.00 Amulets make your neck look great! |
steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Duskcrack0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +1 Wil +1 Con ----- def ----- Resists +12% darkness Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.26 cold and 9.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
balanced iron dagger of erosion (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
flaming iron dagger of massacre (14-19 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
flaming steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Armour +3 Hardiness +2% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of fate (13-16 power, 2 apr, lightning element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +13% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormkiss (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% light Acc +6 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +5% arcane +6% blight Spell.save +12 (+6 eff.) Disarm- +27% One-handed war axes. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delumnir (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +3% Apr +3 On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +2 HP.reg +6.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 37.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gudur the Sepsisreign (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Res.pen +10% mind +5% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Fatigue +3% Resists +8% lightning ---------- misc Equi/ret +0.20 Hate/m.crit +2.00 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. |
Iveyann the Brighttorrent (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Str +3 Dex +3 Cun +2 Con ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) ---------- misc Light +2 Infravis +3 Cooldown Double Strike -1 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
blighted rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +3% blight +3% arcane ----- def ----- Armour +1 Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +4 (+1 eff.) Apr +5 ----- def ----- Armour +2 Resists +5% blight Spell.save +11 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 5 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of dexterity (+3) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +12 (+4 eff.) ----- def ----- Armour +8 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +10% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 darkness Dmg.mod +6% darkness +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.12 to 90.37 lightning damage (60.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Kheloruidar the Blazeraven (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Crit.chn- 10.00% Phys.save +11 (+6 eff.) ---------- misc Light +2 A cap made of leather. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Sunwoe (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 10 fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% light +17% cold ---------- misc Light +3 A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
steel shield 'Lustreslicer' (0 def, 4 armour, 38 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +6% fire +7% light +9% temporal ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
steel shield 'Polakira' (0 def, 4 armour, 80 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Dex dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +5% arcane +6% mind Max.HP +20.00 ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
50 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. |
3 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. |
2 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Vorelle the Nimbussting2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +12% lightning +9% fire Max.HP +41.00 ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
soothing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 180] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 185 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
8 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. |
7 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. |
6 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Turtle Jim the Halfling Rogue level 11
5th Haze 122nd year of Ascendancy at 09:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Turtle Jim the Halfling Rogue level 10
3rd Flare 122nd year of Ascendancy at 12:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Turtle Jim the Halfling Rogue level 10
7th Flare 122nd year of Ascendancy at 07:55 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Turtle Jim the Halfling Rogue level 12
39th Haze 122nd year of Ascendancy at 13:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Turtle Jim the Halfling Rogue level 16
80th Regrowth 123rd year of Ascendancy at 23:24 see stats
Log
Turtle Jim feels pain again.
Deadly Poison from Turtle Jim hits Iceblock for 24 nature damage.
Bleeding from Eilinumira the black ooze hits Turtle Jim for (13 to ice), 19 physical (19 total damage).
Eilinumira the black ooze aims less carefully.
Turtle Jim tries to bite Turtle Jim!
Turtle Jim performs a melee critical strike against Turtle Jim!
Turtle Jim resists the vile poison!
Turtle Jim resists!
Turtle Jim hits Iceblock for 71 blight, 26 blight, 7 nature (103 total damage).
Melee retaliation hits Iceblock for 2 light, 2 light (3 total damage).
Turtle Jim is no longer evading attacks.
Turtle Jim is free from the ice.
Deadly Poison from Turtle Jim hits Iceblock for 24 nature damage.
Bleeding from Eilinumira the black ooze hits Turtle Jim for (15 to ice), 22 physical (22 total damage).
Turtle Jim is no longer poisoned.
Bleeding from Eilinumira the black ooze hits Turtle Jim for 37 physical damage.
Eilinumira the black ooze is less vulnerable.
Turtle Jim stops bleeding.
Eilinumira the black ooze rushes out!
Eilinumira the black ooze performs a melee critical strike against Turtle Jim!
Turtle Jim reacts to an attack from Eilinumira the black ooze, mitigating the blow!.
Turtle Jim tries to evade attacks.
Turtle Jim starts to bleed.
Turtle Jim is dazed!
Melee retaliation hits Eilinumira the black ooze for 3 light, 3 light (5 total damage).
Eilinumira the black ooze hits Turtle Jim for (19 reacted , -4 stam), 69 physical (69 total damage).
Turtle Jim the level 17 halfling rogue was sliced to death by Eilinumira the black ooze on level 4 of The Maze.






































































































