Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.3.3Allows 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. Items Vault 1.3.0Donators/Buyers bonus! Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 19 / 27% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 47) |
| Dexterity | 61 (base 47) |
| Constitution | 55 (base 47) |
| Magic | 46 (base 47) |
| Willpower | 54 (base 47) |
| Cunning | 67 (base 47) |
Resources
| Life | 5272/5272 |
| Equilibrium | 25 |
| Stamina | 569/569 |
| Psi_feedback | 0/270 |
| Healing Factor | 1.19 |
| Regeneration | 57.858677137269 |
Speed
| Mental | +219.62863780959% |
| Attack | +219.62863780959% |
| Movement | +181.03917199996% |
| Spell | +207.6% |
| Global | +195.05% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 14 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 81 |
| Crit Chance | 53% |
| APR | 106 |
| Speed | 0.31 |
Offense: Spell
| Spellpower | 64.4375 |
| Crit Chance | 30% |
| Speed | 0.32509752925878 |
| Cooldown Reduction | 35.1 |
Offense: Mind
| Mindpower | 75.0875 |
| Crit Chance | 46% |
| Speed | 0.31286307974561 |
Defense: Base
| Armour (hardiness) | 149.68262236732 (100%) |
| Defense | 59.383333333333 |
| Ranged Defense | 59.383333333333 |
| Fatigue | 14 |
| Physical Save | 123.45421390703 |
| Spell Save | 128.91135676418 |
| Mental Save | 117.79386028868 |
Defense: Resistances
| All | + 49%(100%) |
Defense: Immunities
| Disarm Resistance | 34% |
| Teleport Resistance | 50% |
| Stun Resistance | 15% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 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 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. |
Class Talents
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| talent | Chant of Fortitude |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed wretchling eyeball. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within | active |
Equipment
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On hands | Byvon the hardened leather gloves (0 def, 2 armour) Byvon the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Armour: +2 Damage (Melee): 7 nature Changes stats: +2 Dex / +1 Wil / +7 Cun / +4 Con Changes resistances: +7% nature Changes damage: +5% nature Physical save: +14 (+2 eff.) Spell save: +3 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +34% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around neck | Dageharadir the steel amulet Dageharadir the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances penetration: +10% temporal Teleport immunity: +50% It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
| Main armor | dwarven-steel mail armour 'Blindwilter' (10 def, 18 armour) dwarven-steel mail armour 'Blindwilter' (10 def, 18 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +10% Changes stats: +1 Cun Changes resistances: +7% mind Changes damage: +3% mind Physical save: +7 (+1 eff.) Mental save: +27 (+4 eff.) Psi when hit: +0.12 Mental crit. chance: +3% Light radius: +2 A suit of armour made of mail. |
| Around waist | drakeskin leather belt 'Noonvortex' drakeskin leather belt 'Noonvortex'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +8 Dex / +1 Mag / +4 Cun / +8 Lck Trap disarming bonus: +14 Stealth bonus: +13 Spell save: +11 (+2 eff.) Life regen: +2.70 Light radius: +2 Infravision radius: +5 See invisible: +3 Healing mod.: +19% Size category: +1 A belt that goes around your waist. |
| Light source | alchemist's lamp 'Koregas' alchemist's lamp 'Koregas'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +1% physical Changes damage: +3% physical Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Maximum stamina: +10.00 Light radius: +3 See stealth: +14 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | catburglar's dwarven-steel helm of knowledge (0 def, 4 armour) catburglar's dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +6 Dex / +4 Cun / +3 Wil Changes resistances: +14% darkness Mindpower: +4 (+1 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | steel greatmaul 'Dimstoker' (30.5-45.75 power, 2 apr) steel greatmaul 'Dimstoker' (30.5-45.75 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Massive two-handed mauls. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Nightpiercer the steel longsword (15.5-21.7 power, 3 apr) Nightpiercer the steel longsword (15.5-21.7 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +19 insidious poison / +8 darkness When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 mind Changes stats: +2 Dex / +2 Con Changes resistances penetration: +7% physical Changes damage: +3% mind / +6% darkness Disarm immunity: +13% Sharp, long, and deadly. |
Porildawyn (16.5-23.1 power, 3 apr) Porildawyn (16.5-23.1 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 mind Burst (radius 2) on crit: +6 ice When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +7 Defense: +9 (+2 eff.) Changes resistances penetration: +15% temporal / +5% cold Changes damage: +6% temporal Disarm immunity: +28% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Aerelatharuihad the vined mindstar (4-4.4 power, 18 apr, nature damage) Aerelatharuihad the vined mindstar (4-4.4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes stats: +2 Dex / +1 Mag / +1 Con Changes resistances: +4% blight Changes damage: +8% nature Physical save: +3 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +3 (+0 eff.) Disease immunity: +15% Equilibrium when hit: +0.60 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See invisible: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Buhad' (5.5-6.05 power, 18 apr, nature damage) vined mindstar 'Buhad' (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. The natural wyrm seeks an element. This harmonious mindstar will complement other natural mindstars. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning / 4 physical / 4 fire / 3 acid / 3 cold Changes stats: +4 Cun Changes resistances: +4% lightning / +3% physical / +3% cold / +3% fire / +3% nature / +3% acid Changes resistances penetration: +2% nature / +5% arcane Changes damage: +2% nature Talent mastery: +0.10 Wild-gift / Harmony Critical mult.: +7.00% Spell save: +10 (+1 eff.) Equilibrium when hit: +0.70 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Taintshaper (20-24 power, 4 apr, fire element) Taintshaper (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +21.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 4 physical Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +32.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 45 power out of 80/80) : Effective talent level: 1.0 Power cost: 45 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 23.31 cold damage and 23.83 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Emelann the Infernohunter (12.5-17.5 power, 3 apr) Emelann the Infernohunter (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal / +7 mind / +9 nature Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +1 Mag Changes resistances: +9% fire Disarm immunity: +23% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
rough leather belt 'Unraldil' rough leather belt 'Unraldil'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Wil Changes resistances penetration: +5% mind Stealth bonus: +6 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Guda the iron mail armour (2 def, 9 armour) Guda the iron mail armour (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind / +3% blight A suit of armour made of mail. |
Mardorach the stralite mail armour (4 def, 8 armour) Mardorach the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 4 light Changes stats: +2 Dex / +9 Wil / +7 Cun Changes resistances: +10% blight / +14% darkness Physical save: +9 (+1 eff.) Mental save: +13 (+2 eff.) Life regen: +2.90 Stamina each turn: +1.30 Light radius: +1 A suit of armour made of mail. |
Xanydarialaith the steel mail armour (2 def, 12 armour) Xanydarialaith the steel mail armour (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +10% Changes stats: +4 Str / +3 Con Changes resistances: +17% acid Changes damage: +9% arcane Reduces incoming crit damage: 10.00% Physical save: +7 (+1 eff.) Maximum life: +32.00 Maximum mana: +60.00 A suit of armour made of mail. |
Galeschism (4 def, 9 armour) Galeschism (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +5 Str / +6 Con Changes resistances: +11% light / +13% darkness Changes resistances penetration: +15% lightning Changes damage: +12% lightning Maximum life: +74.00 A suit of armour made of metal plates. |
iron shield 'Aeruchak' (4 def, 2 armour, 9.5-11.4 power, 18.5 block) iron shield 'Aeruchak' (4 def, 2 armour, 9.5-11.4 power, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 12% chance to gain 10% of a turn Damage when hit (Melee): 4 acid Changes resistances: +3% acid / +11% temporal Changes damage: +6% mind Talent granted: +1 Block Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethirilaith (dig speed 28 turns) Bethirilaith (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +6% temporal Changes damage: +3% temporal Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 383/400. 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. |
Ce'Nitta the yew totem of cure ailments [power 3] (7 cooldown) Ce'Nitta the yew totem of cure ailments [power 3] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +3% nature Talent granted: +2 Rushing Claws Physical save: +3 (+0 eff.) Spell crit. chance: +4% It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Miracle3 the Dwarf Wyrmic level 9
3rd Acquisition 122nd year of Ascendancy at 18:22 see stats
Huge Appetite (Madness (Roguelike) difficulty)
Ate 20 bosses.By Miracle3 the Dwarf Wyrmic level 18
13rd Profit 122nd year of Ascendancy at 16:46 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Miracle3 the Dwarf Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 23:14 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Miracle3 the Dwarf Wyrmic level 11
1st Profit 122nd year of Ascendancy at 08:30 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Miracle3 the Dwarf Wyrmic level 5
17th Voratun 122nd year of Ascendancy at 07:04 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Miracle3 the Dwarf Wyrmic level 14
5th Profit 122nd year of Ascendancy at 03:59 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Miracle3 the Dwarf Wyrmic level 4
17th Voratun 122nd year of Ascendancy at 02:46 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Miracle3 the Dwarf Wyrmic level 2
16th Voratun 122nd year of Ascendancy at 11:00 see stats
Log
Today is the 19th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 20th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:11.
Today is the 21st Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 22nd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:20.
Today is the 23rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:50.
Today is the 24th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 10:28.
Today is the 25th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:31.
Today is the 26th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:01.
Today is the 27th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 28th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:10.
Today is the 29th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:40.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Miracle3 deactivates Icy Skin.
Miracle3 deactivates Chant of Fortitude.
Miracle3 deactivates Wild Growth.
