











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Select your Escorts 1.5.0Allows 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. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.5.5This 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 White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Prodigy Tweaks 1.5.5 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Bladebender 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Bladebender |
| Level / Exp | 16 / 23% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 45 (base 37) |
| Cunning | 40 (base 37) |
Resources
| Life | 352/357 |
| Psi | 95/95 |
| Healing Factor | 1.3561497326203 |
| Regeneration | 0.33903743315508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.783646509902% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 22 |
| Crit Chance | 35% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 22 |
| Crit Chance | 34% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Cold | +10% |
| Temporal | +3% |
Offense: Damage Penetration
| Light | +5% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 8 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Knockback Resistance | 0% |
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Talent perfection | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Blade offense | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Blade bending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Blade defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Thermal Aura |
| talent | Kinetic Aura |
| talent | Skate |
| talent | Deja Vu |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. | 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 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. | done |
Equipment
| Psionic focus | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| On hands | temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +6% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +5 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. |
| On head | linen wizard hat of the mountain (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +10% physical A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots of evasion (12 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +12 (+6 eff.) Fatigue +1% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 3 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Tenik the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +10% cold Res.pen +10% acid ----- def ----- Resists +3% acid +20% cold Rings can have magical properties. |
| Around neck | Kindlebrand the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +4 Con dps ---------- Res.pen +5% light ----- def ----- Resists +14% light +10% darkness Blind- +21% Amulets can have magical properties. |
| In main hand | flaming steel dagger of erosion (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Nature Power 11.5 - 15.0 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature +7 temporal On Hit.r1 +8 fire Sharp, short and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic iron dagger of vileness (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.4 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 acid +7 blight On Hit: * 4% chance to disease On Crit: * splashes the target with acid Sharp, short and deadly. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of stability (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +7% physical Phys.save +11 (+5 eff.) A suit of armour made of leather. |
Inventory
Searstrider the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% fire Apr +4 ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Resists +6% fire Phys.save +8 (+4 eff.) Rings can have magical properties. |
Yvama the Sunpride0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +18% mind +12% fire Melee Ret 20 mind ----- def ----- Armour +6 Rings can have magical properties. |
warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Rings can have magical properties. |
potent ash magestaff of might (18-21.6 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+6 eff.) Dmg.mod +18% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel mace (13.5-18.9 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Psionic Power 13.5 - 18.9 Physical Uses 60% Wil Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +8% Living Blunt and deadly. |
steel dagger 'Scorchtaint' (13.5-17.55 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Disrupt/Psionic Power 13.5 - 17.6 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +8 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect * 25% chance to put talents on cooldown While equipped: dps ---------- Melee Ret 8 mind ----- def ----- Resists +3% fire Sharp, short and deadly. |
mighty cured leather sling of true flight4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +2 Str dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Acc +5 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
stormwoven woollen robe of blight (+7%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +5% physical +11% blight +6% cold ----- def ----- Resists +7% lightning +6% cold +11% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of the hero (2 def, 4 armour)9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +5 Cun ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +36.00 A suit of armour made of leather. |
wanderer's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+5 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.30 ---------- misc Stam/turn +0.50 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Noldalaith (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag +1 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
ash totem of thorny skin [power 25] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Erin the Shalore Bladebender level 10
3rd Flare 122nd year of Ascendancy at 09:28 see stats
Level 10
Got a character to level 10.By Erin the Shalore Bladebender level 10
3rd Flare 122nd year of Ascendancy at 09:26 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Erin the Shalore Bladebender level 10
21st Dusk 122nd year of Ascendancy at 07:54 see stats
The Arena
Unlocked Arena mode.By Erin the Shalore Bladebender level 9
10th Mirth 122nd year of Ascendancy at 19:07 see stats
The secret city
Discovered the truth about mages.By Erin the Shalore Bladebender level 10
59th Dusk 122nd year of Ascendancy at 01:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Erin the Shalore Bladebender level 14
19th Haze 122nd year of Ascendancy at 12:32 see stats
Log
Erin picks up (g.): cured leather armour of the hero (2 def, 4 armour).
Erin picks up (e.): steel dagger 'Scorchtaint' (13.5-17.55 power, 6 apr).
Erin picks up (e.): hateful steel mace (13.5-18.9 power, 3 apr).
Erin's Beyond the Flesh performs a melee critical strike against Treant!
Treant is on fire!
Erin steals life from Treant!
Erin's Beyond the Flesh hits Treant for 101 physical, 10 blight, 5 fire, 6 temporal, 20 blight, 20 fire, 10 physical, 10 fire (182 total damage).
Erin performs a melee critical strike against Treant!
Erin hits Treant for 97 physical, 6 nature, 7 temporal, 6 temporal, 8 fire, 10 physical, 10 fire, 21 physical (166 total damage).
One With Blades hits Erin for 4 healing, 4 healing (0 total damage) [9 healing].
Erin killed Treant!
Large white snake misses Erin.
Large white snake is on fire!
Erin steals life from Large white snake!
Erin's Beyond the Flesh hits Large white snake for 52 physical, 9 blight, 5 fire, 6 temporal, 10 physical, 10 fire (92 total damage).
Erin performs a melee critical strike against Large white snake!
Erin misses Large white snake.
Erin hits Large white snake for 86 physical, 6 nature, 7 temporal, 6 temporal, 8 fire (113 total damage).
Erin receives 4 healing from One With Blades.
Erin killed Large white snake!
Something hits Erin for (5 to blades), 5 cold (5 total damage).
Erin deactivates Kinetic Aura.
Erin deactivates Skate.
Erin deactivates Deja Vu.
Erin deactivates Thermal Aura.
Erin deactivates Beyond the Flesh.














































