











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Rocketman Gear Pack 1.7.6Un-ego'd gear that can be upgraded! Soon to be expanded with custom art and more items.. Adds sunstone gear to the game, and a new type of ego based off of crystal hearts! The art is not finished yet, but as is there are several character sprites to choose from along with sprites for the chest armor, swords, and sun crystals. Sunstone is an armor type that provides bonuses to max life, blight and darkness resistance at the expense of being ravaged by acid. Sunstone weapons provide damage conversion, and a slight bonus to penetration of their element. And lastly, sun stones/crystals upgrade gear of white/green quality to artifact status. Increasing their armor and light/nature damage. In addition to providing some light damage on hit. (soon to be split into mossy (nature) and regular (light) variants. Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bloodriver Adherent |
| Level / Exp | 16 / 60% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 11) |
| Constitution | 37 (base 34) |
| Magic | 55 (base 43) |
| Willpower | 22 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | 237/237 |
| Mana | 335/335 |
| Healing Factor | 1.2041015905906 |
| Regeneration | 0.30102539764764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 14 |
| Crit Chance | 7% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 14 |
| Crit Chance | 14% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Lightning | +10% |
| Cold | +10% |
| Arcane | +10% |
| Fire | +10% |
| Nature | +5% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 16 |
Defense: Resistances
| Fire | + 20%( 70%) |
| Lightning | + 34%( 70%) |
| Nature | + 23%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 28%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 44%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
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) 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (62 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Taints | Effective talent level: 1.0 Taint: Red VisionsUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to reveal the area around you (12 radius), and for 10 turns, increase Spellpower by 35 but decrease Spell Save by 10. |
Class Talents
| Bloodriver / Sihr-Mpath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Arcana blood | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Advanced sanguine element arts | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Sanguine spells | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Rites | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Bloodriver / Totem | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Bloodriver / Purification | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bloodriver / Blood essentials | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Athame |
| talent | Freezing Blood |
| talent | Blood Collection: Stream |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Something seems to be happening in the East Mine of Ruby Enclave. Mine troubled* You have defeated the malfunctioning sanguine golem. * You have been rewarded for your efforts. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. 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 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.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You are given a list by The Bloodriver Elder. The Listing of CuriosShe will reward you if you turn in any of these: * Rune of Reflection * Prismatic Rune * Spellhunt Remnants * Staff of Arcane Supremacy * Mummified Egg-sac of Ungolë | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Stormsever' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spell Crit +1% Ignore Shields +10% defense ------ Armor +1 Resistance +9% lightning +6% fire +12% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.12 A pair of boots made of leather. |
| Light source | Zuberiarinn the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ When Hit 2 mind defense ------ Resistance +3% lightning +3% temporal +3% darkness +9% cold other ------- Light +6 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 | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +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: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage (58.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Bloodriver Pickaxe (dig speed 18 turns) Bloodriver Pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Spell Crit +5% Spellpower/crit +10 defense ------ Cut Resist +20% While carried: other ------- Talents +1 Dig On Spell Hit: 10% Mudslide level 1 Instant Dig: Effective talent level: 3.0 Power cost 12 out of 12/12. Range melee/personal Travel.spd instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
| On fingers | copper ring of aether (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Rings make your fingers look great! |
| On fingers | solipsist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Accuracy +9 (+7 eff.) Ignore Armor +7 defense ------ Defense +8 (+7 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 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 make your fingers look great! |
| Around waist | Bethirinn the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag +1 Wil +3 Con defense ------ Armor +6 Defense +5 (+5 eff.) Resistance +3% darkness +3% cold Physical save +10 (+5 eff.) other ------- Light +3 A belt that goes around your waist. |
| In main hand | cruel elm vilestaff (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 1H weapon [Ego] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +1 Command Staff Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- 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. |
| In off hand | Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 108.39 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | resilient kruk cloak of sorcery (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Nature While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +5% defense ------ Life +31.00 A stylish kruk-style cloak, to look awesome. |
| Main armor | tormentor's woollen robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Spell Crit +7% Critical power +11.00% Spellpower +18 (+6 eff.) defense ------ Resistance +9% all other ------- Mana/turn +0.14 Hate-on-crit +2.00 Psi-on-crit +1.00 Max mana +43.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sunstone greatsword of vileness (143% power, 2 apr) Sunstone greatsword of vileness (143% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 28 [Ego] Arcane Weapon Damage 144% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Light Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 23 While equipped: offense ------ Spellpower +5 (+2 eff.) Ignore resists +10% light This sword was made from sunstone. Age has not treated the blade well, reducing this powerful artifact to what you see now. |
ash vilestaff (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bethuvea1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil offense ------ Damage +12% physical Ignore resists +5% physical defense ------ Resistance +3% physical Life +33.00 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +6 (+6 eff.) Physical 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. |
cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 fire Damage +4% fire Accuracy +12 (+8 eff.) defense ------ Armor +2 Resistance +7% fire 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. |
corrosive dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 6 acid Damage +5% arcane +3% acid defense ------ Armor +2 Fatigue +3% Resistance +6% acid 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. |
cleansing steel plate armour of stability (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Disrupt/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% blight +6% physical +12% nature Physical save +13 (+6 eff.) A suit of armour made of metal plates. |
5 agate0.0 Encumbrance 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. |
103 alchemist agate0.0 Encumbrance 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. |
opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Eileen the Cornac Bloodriver Adherent level 12
63rd Dusk 122nd year of Ascendancy at 19:39 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Eileen the Cornac Bloodriver Adherent level 10
32nd Dusk 122nd year of Ascendancy at 17:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Eileen the Cornac Bloodriver Adherent level 11
37th Dusk 122nd year of Ascendancy at 06:16 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Eileen the Cornac Bloodriver Adherent level 15
45th Haze 122nd year of Ascendancy at 18:27 see stats
Log
Excruciating Burn from Eileen hits Giant venus flytrap for 30 fire damage.
Excruciating Burn from Eileen killed Giant venus flytrap!
Your shield crumbles under the damage!
The shield around Eileen crumbles.
Eileen absorbs damage to mana!
Eileen hits Eileen for 1 to mana damage.
Bleeding from Eileen hits Eileen for (1 absorbed), 1 physical (1 total damage).
Poison from Giant venus flytrap hits Eileen for 14 to mana, 14 nature (28 total damage).
A shield forms around Eileen.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Your shield crumbles under the damage!
The shield around Eileen crumbles.
Eileen stops being poisoned.
Eileen absorbs damage to mana!
Eileen hits Eileen for 1 to mana damage.
Bleeding from Eileen hits Eileen for (1 absorbed), 1 physical (1 total damage).
A shield forms around Eileen.
Resting starts...
Eileen stops bleeding.
Eileen is no longer surging arcane power.
The shield around Eileen crumbles.
Rested for 53 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the south (large white snake)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (large white snake)).



















































