Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Forbidden Cults 1.7.0Official 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.
Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Go to Landmark 1.7.0Adds 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. Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Ashes of Urh'Rok 1.7.0Official 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:
Savefile Notes 1.7.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bastion 1.5.10A complete rework for Bulwark. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Thalore |
Class | Adventurer |
Level / Exp | 18 / 15% |
Size | huge |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 77 (base 12) |
Dexterity | 35 (base 12) |
Constitution | 90 (base 46) |
Magic | 75 (base 46) |
Willpower | 31 (base 23) |
Cunning | 48 (base 23) |
Resources
Life | 1109/1133 |
Mana | 156/167 |
Stamina | 86/94 |
Equilibrium | 21 |
Healing Factor | 1.815595339111 |
Regeneration | 54.890261528865 |
Speed
Mental | +22.348700050448% |
Attack | +6.737932352553% |
Movement | +106.3203875076% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 66.340744585529 |
See Invisible | 66.340744585529 |
Offense: Mainhand
Damage | 114 |
Accuracy | 66 |
Crit Chance | 69% |
APR | 76 |
Speed | 0.82 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 61 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 36% |
Speed | 0.93687405963329 |
Offense: Damage Bonus
Lightning | +25% |
Light | +15% |
Darkness | +14% |
Arcane | +11% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Temporal | +15% |
Acid | +5% |
Arcane | +10% |
Fire | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 139.09162360074 (100%) |
Defense | 54 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 42 |
Mental Save | 35 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 34%( 70%) |
All | + 20%( 70%) |
Darkness | + 35%( 70%) |
Light | + 53%( 70%) |
Physical | + 67%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 67%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 68% |
Silence Resistance | 10% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 544 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 223 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Golemancy | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 3.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Retaliation | 3.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Expertise / Axes | 3.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 3.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 3.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 3.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Soldier | 3.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 3.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 3.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Air | 3.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 3.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 3.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 3.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 3.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 3.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Battle tactics | 3.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 3.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 3.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 3.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 3.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 3.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 3.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 3.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Thuggery | 3.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Steamtech / Blacksmith | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Arms | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Stone alchemy | 3.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 3.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Gladiator | 3.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 3.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Cleaving Blows |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Mitosis |
talent | Arcane Combat |
talent | Shield Wall |
talent | Feather Wind |
talent | Shock Hands |
talent | Iron Guard |
talent | Icy Skin |
talent | Battle Frenzy |
beneficial effect | The target is surrounded by a time distortion, absorbing 377/691 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
beneficial effect | Stamina regeneration increased by 14.8. Flow of Battle |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Movement speed is reduced by 50%. Slow movement |
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 lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed bear paw. 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 warg claw. * You've found the needed vial of squid ink. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | Eilinetta the pair of dwarven-steel boots (0 def, 4 armour) Eilinetta the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +4 Wil / +1 Cun Life regen: +4.00 Infravision radius: +3 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 18 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 30 alchemist ametrine 30 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
Light source | Boltvagrant the alchemist's lamp Boltvagrant the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +6% arcane Equilibrium when hit: +0.16 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Salurebeth (0 def, 1 armour) Salurebeth (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% acid / +1% physical / +3% nature / +6% blight Mindpower: +4 (+2 eff.) A hat made of leather. Very stylish. |
On hands | hardened leather gloves 'Blackreeve' (5 def, 2 armour) hardened leather gloves 'Blackreeve' (5 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Mag Changes resistances: +5% arcane / +12% light Changes damage: +5% arcane Knockback immunity: +10% Only die when reaching: -40.00 life 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. |
Tool | iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Olitar the steel ring Olitar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +10 Defense: +9 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +2 Mag Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 6.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 211% 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! |
On fingers | Pusrazor PusrazorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +6% acid Changes resistances penetration: +10% nature Changes damage: +11% lightning Reduces incoming crit damage: 10.00% Physical save: +18 (+6 eff.) Silence immunity: +10% Knockback immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
Around neck | Firesin the steel amulet Firesin the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +11 (+4 eff.) Damage when hit (Melee): 2 arcane Changes stats: +10 Lck Changes resistances: +6% fire / +5% arcane / +15% light Changes resistances penetration: +10% arcane / +25% fire Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
In main hand | iron waraxe 'Arcire' (17-24 power, 2 apr) iron waraxe 'Arcire' (17-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +5% acid Changes damage: +6% lightning One-handed war axes. |
Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Runuyachik the stralite shield (5 def, 20 armour, 44-52 power, 166.5 block) Runuyachik the stralite shield (5 def, 20 armour, 44-52 power, 166.5 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +166 Damage (Melee): +10 lightning / +16 light / +17 darkness Damage (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +1.0% Armour: +20 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 lightning Changes stats: +3 Dex / +7 Mag / +5 Cun Changes resistances: +39% lightning / +14% light / +14% darkness Changes resistances penetration: +15% temporal Changes damage: +15% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron plate armour of cold resistance (0 def, 7 armour) iron plate armour of cold resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% cold A suit of armour made of metal plates. |
Inventory
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil 2 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. Xiyanor the steel amuletXiyanor the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +9% blight Talent masteries: +0.22 Technique / Pugilism +0.22 Cursed / One with shadows Reduces incoming crit damage: 15.00% Disease immunity: +20% Life regen: +4.00 Mana each turn: +0.16 Maximum life: +40.00 Spellpower: +10 (+3 eff.) Healing mod.: +20% Amulets make your neck look great! |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
rogue's steel ring of nature (+22%) rogue's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
iron battleaxe (16-24 power, 1 apr) iron battleaxe (16-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Brightwill the dwarven-steel greatsword (37-59 power, 2 apr)Brightwill the dwarven-steel greatsword (37-59 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 nature / +8 fire When wielded/worn: Damage when hit (Melee): 4 fire Changes damage: +6% fire Physical save: +18 (+6 eff.) Disease immunity: +20% Pinning immunity: +20% Only die when reaching: -80.00 life Maximum life: +60.00 Massive two-handed swords. |
Frozenparry (23-37 power, 1 apr) Frozenparry (23-37 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% cold Changes damage: +6% nature / +3% cold Massive two-handed swords. |
Galewake the stralite greatsword (62-98 power, 3 apr) Galewake the stralite greatsword (62-98 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature / +8 lightning Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +40 lightning / +13 cold When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances penetration: +24% lightning / +28% cold Changes damage: +3% lightning Movement speed: +50% Massive two-handed swords. |
iron longsword (10-15 power, 2 apr) iron longsword (10-15 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Tulygas the Flashfear (0 def, 6 armour) Tulygas the Flashfear (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +15% lightning / +2% physical / +9% cold Pinning immunity: +20% Maximum life: +20.00 Infravision radius: +1 A pair of boots made of leather. |
Urthyroddakor the rough leather gloves (0 def, 1 armour) Urthyroddakor the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +2 Dex Changes resistances: +3% blight / +6% nature Only die when reaching: -20.00 life 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
miner's rough leather cap of strength (+2) (0 def, 2 armour) miner's rough leather cap of strength (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Silyrena the Demonwind (39 def, 6 armour)Silyrena the Demonwind (39 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +39 (+11 eff.) Fatigue: +8% Damage when hit (Melee): 8 darkness Changes resistances penetration: +25% darkness Changes damage: +15% darkness Reduces incoming crit damage: 10.00% Disarm immunity: +20% Teleport immunity: +20% Life regen: +5.60 Stamina each turn: +1.40 Maximum life: +80.00 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
impenetrable iron plate armour of lightning resistance (0 def, 13 armour) impenetrable iron plate armour of lightning resistance (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +16% lightning A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 9-11 power, 19.5 block) iron shield (0 def, 2 armour, 9-11 power, 19.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% 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 When used as an alchemist bomb: Bomb damage +5% 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 18 turns) iron pickaxe of the Iron Throne (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +24.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +5 See stealth: +6 See invisible: +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. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2) Rod of Recall (2/2)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 Activation costs 140 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Baal the Thalore Adventurer level 12
49th Dusk 122nd year of Ascendancy at 03:27 see stats
By Baal the Thalore Adventurer level 10
32nd Dusk 122nd year of Ascendancy at 03:49 see stats
By Baal the Thalore Adventurer level 10
32nd Dusk 122nd year of Ascendancy at 03:49 see stats
By Baal the Thalore Adventurer level 6
76th Pyre 122nd year of Ascendancy at 05:43 see stats
By Baal the Thalore Adventurer level 8
79th Pyre 122nd year of Ascendancy at 20:30 see stats
By Baal the Thalore Adventurer level 12
36th Dusk 122nd year of Ascendancy at 00:15 see stats
By Baal the Thalore Adventurer level 14
16th Haze 122nd year of Ascendancy at 19:40 see stats
Log
Entrenched horror's physical stun area effect hits Bloated ooze for 48 physical damage.
Entrenched horror's physical stun area effect hits Walrog for 26 physical damage.
Walrog's cold repulsion area effect hits Baal for (17 to time), 0 cold, (5 to time), 0 physical (0 total damage).
Talent Revenge is ready to use.
Talent Swallow is ready to use.
Baal deactivates Arcane Feed.
Baal activates Arcane Feed.
Baal deactivates Cleaving Blows.
Baal activates Cleaving Blows.
Baal deactivates Fiery Hands.
Baal activates Fiery Hands.
Baal deactivates Shadow Combat.
Baal activates Shadow Combat.
Baal deactivates Mitosis.
Baal activates Mitosis.
Baal deactivates Shield Wall.
Baal activates Shield Wall.
Baal deactivates Feather Wind.
Baal activates Feather Wind.
Baal deactivates Shock Hands.
Baal activates Shock Hands.
Baal deactivates Iron Guard.
Baal activates Iron Guard.
Baal deactivates Icy Skin.
Baal activates Icy Skin.
Baal deactivates Battle Frenzy.
Baal activates Battle Frenzy.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
The powerful time-altering energies generate a restoration field on Baal.