Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Items Vault 1.7.0Donators/Buyers bonus! Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release 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: 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:
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. 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. 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: 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. 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:
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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Doomelf |
Class | Adventurer |
Level / Exp | 29 / 80% |
Size | huge |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 155 (base 35) |
Dexterity | 48 (base 47) |
Constitution | 85 (base 12) |
Magic | 90 (base 60) |
Willpower | 48 (base 32) |
Cunning | 42 (base 33) |
Resources
Life | 1225/1225 |
Stamina | 202/202 |
Vim | 454/458 |
Healing Factor | 1.9055521027214 |
Regeneration | 161.89626316709 |
Speed
Mental | +48.030894829945% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +148.73552905444% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
Offense: Mainhand
Damage | 480 |
Accuracy | 86 |
Crit Chance | 98% |
APR | 113 |
Speed | 0.68 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 107 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Acid | +16% |
Light | +20% |
Lightning | +11% |
Darkness | +23% |
Arcane | +9% |
Cold | +14% |
All | +5% |
Offense: Damage Penetration
Darkness | +23% |
Light | +23% |
Physical | +73% |
Arcane | +23% |
Lightning | +23% |
All | +8% |
Defense: Base
Armour (hardiness) | 353.62563504414 (100%) |
Defense | 53 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 39 |
Mental Save | 26 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 67%( 70%) |
All | + 59%( 70%) |
Lightning | + 70%( 70%) |
Light | + 64%( 70%) |
Physical | + 70%( 70%) |
Mind | + 64%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Stun Resistance | 76% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Confusion Resistance | 76% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 176 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 Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 865% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 5.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Poisons | 5.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Spellblaze | 5.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 5.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic pact | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 5.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 5.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 5.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Doomelf | 5.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Thuggery | 5.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 5.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 5.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blood Vengeance |
talent | Shattered Mind |
talent | Crippling Poison |
talent | Tale of Destruction |
talent | Daunting Presence |
talent | Apply Poison |
talent | Abyssal Shield |
talent | Flame of Urh'Rok |
talent | Overkill |
talent | Hardened Core |
talent | Numbing Poison |
talent | Total Thuggery |
beneficial effect | The target is out of phase with reality, increasing defense by 17, resist all by 17%, and reducing the duration of detrimental timed effects by 0%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 28%, life regeneration by 71.25, and stamina regeneration by 14.25. Bloodbath |
beneficial effect | Each melee blow landed has a 68% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | The target is surrounded by a magical shield, absorbing 25/100 damage before it crumbles. Damage Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
Escort the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell) | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 244. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed minotaur nose. 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 green worm. * You've found the needed ice ant stinger. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Maximum encumbrance: +20 Physical save: +7 (+2 eff.) Stamina each turn: +0.60 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Thunderjam the dwarven lantern Thunderjam the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 2 mind Changes resistances: +11% light / +9% mind Changes resistances penetration: +15% lightning Changes damage: +9% darkness / +6% lightning Damage affinity(heal): +5% darkness Physical save: +15 (+4 eff.) Light radius: +8 Infravision radius: +4 Healing mod.: +11% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 27.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 853.44 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Poregassra' (0 def, 5 armour) voratun helm 'Poregassra' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +2 Mag / +4 Wil / +6 Cun / +4 Con Critical mult.: +10.00% Physical save: +15 (+4 eff.) Mindpower: +25 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane 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 | woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | painweaver's copper ring of corrosion (+22%) painweaver's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +22% acid Changes damage: +11% acid / +5% all Spellpower: +7 (+1 eff.) Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
On fingers | pixie's copper ring of warding pixie's copper ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +13% acid / +13% fire / +13% lightning / +13% cold Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
Around neck | serendipitous copper amulet of constitution (+7) serendipitous copper amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Lck / +4 Con Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
In main hand | voratun longsword of shearing (41-57 power, 6 apr) voratun longsword of shearing (41-57 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +8% all Talent granted: +5 Doom Tendrils Sharp, long, and deadly. |
Around waist | Nightradiance NightradianceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Changes resistances: +3% mind Changes resistances penetration: +15% darkness / +15% light Maximum life: +33.00 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block) |
Cloak | Sleetobeisance the cashmere cloak (2 def, 0 armour) Sleetobeisance the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% blight / +12% fire / +5% arcane / +21% lightning Changes damage: +15% light / +9% cold Spell save: +9 (+3 eff.) Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun mail armour 'Eclipsehue' (5 def, 31 armour) voratun mail armour 'Eclipsehue' (5 def, 31 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +31 Defense: +5 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 darkness Changes stats: +5 Wil Changes resistances: +12% acid / +10% physical / +27% darkness / +20% blight / +8% fire / +10% lightning / +7% cold Changes resistances penetration: +15% arcane Changes damage: +9% darkness Critical mult.: +5.00% Mana each turn: +0.04 Spell crit. chance: +3% Light radius: +1 A suit of armour made of mail. |
Inventory
schematic: Crystal Plating schematic: Crystal PlatingRequires: - 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: Focus Lens schematic: Focus LensRequires: - 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: Frost Salve schematic: Frost 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. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force 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: Voltaic Shell schematic: Voltaic 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. |
Steel Helm of Garkul (0 def, 6 armour) =qqq= Steel Helm of Garkul (0 def, 6 armour) =qqq=Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
demon seed [Rogroth, Eater of Souls] (48, body) =kkk= demon seed [Rogroth, Eater of Souls] (48, body) =kkk=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: +2 to all Demon Seeds, Spellblaze and Demonic Pact talents Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [daelach] (42, body) demon seed [daelach] (42, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Stun/Freeze immunity: +88% Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (43, mainhand) demon seed [champion of Urh'Rok] (43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (41, mainhand) demon seed [dúathedlen] (41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (41, mainhand) demon seed [uruivellas] (41, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [Planar Controller] (10, offhand) =kkk= demon seed [Planar Controller] (10, offhand) =kkk=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Talent granted: +3 Fearscape Shift Demon status: alive (100% life). The seed of a demon. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (1/1) Rod of Recall (1/1)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 202 power out of 372/400. 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. |
Achievements
By Nariedel the Doomelf Adventurer level 29
25th Regrowth 123rd year of Ascendancy at 18:43 see stats
By Nariedel the Doomelf Adventurer level 10
3rd Flare 122nd year of Ascendancy at 11:52 see stats
By Nariedel the Doomelf Adventurer level 27
80th Haze 122nd year of Ascendancy at 05:20 see stats
By Nariedel the Doomelf Adventurer level 10
3rd Flare 122nd year of Ascendancy at 11:52 see stats
By Nariedel the Doomelf Adventurer level 6
75th Pyre 122nd year of Ascendancy at 22:04 see stats
By Nariedel the Doomelf Adventurer level 20
38th Haze 122nd year of Ascendancy at 09:43 see stats
By Nariedel the Doomelf Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 21:08 see stats
By Nariedel the Doomelf Adventurer level 20
38th Haze 122nd year of Ascendancy at 08:12 see stats
By Nariedel the Doomelf Adventurer level 27
78th Haze 122nd year of Ascendancy at 05:14 see stats
By Nariedel the Doomelf Adventurer level 25
76th Haze 122nd year of Ascendancy at 20:36 see stats
By Nariedel the Doomelf Adventurer level 21
42nd Haze 122nd year of Ascendancy at 18:15 see stats
By Nariedel the Doomelf Adventurer level 28
25th Regrowth 123rd year of Ascendancy at 12:56 see stats
By Nariedel the Doomelf Adventurer level 13
21st Haze 122nd year of Ascendancy at 00:48 see stats
By Nariedel the Doomelf Adventurer level 11
60th Dusk 122nd year of Ascendancy at 15:51 see stats
By Nariedel the Doomelf Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 21:16 see stats
By Nariedel the Doomelf Adventurer level 12
61st Dusk 122nd year of Ascendancy at 06:51 see stats
By Nariedel the Doomelf Adventurer level 16
33rd Haze 122nd year of Ascendancy at 03:00 see stats
By Nariedel the Doomelf Adventurer level 9
1st Mirth 122nd year of Ascendancy at 20:04 see stats
By Nariedel the Doomelf Adventurer level 26
77th Haze 122nd year of Ascendancy at 23:57 see stats
By Nariedel the Doomelf Adventurer level 17
33rd Haze 122nd year of Ascendancy at 04:42 see stats
Log
You may not change level so soon after a kill (2 game turns left to wait)!
Nariedel receives 11 healing.
Isuda the weaver matriarch casts Static History.
Spacetime has stabilized around Isuda the weaver matriarch.
Isuda the weaver matriarch uses Implant: Steam Generator.
The fabric of time around Isuda the weaver matriarch stabilizes to normal.
Golem (servant of Neriba the venom drake hatchling) casts Rune: Shielding.
A shield forms around golem (servant of Neriba the venom drake hatchling).
Dreadmaster casts Burning Hex.
Nariedel resists Dreadmaster's 'Burning Hex'!
Nariedel receives 11 healing.
Isuda the weaver matriarch retunes the fabric of spacetime.
Ghoul uses Retch.
Ghoul VOMITS on the ground!
You gain 25.00 gold from the transmogrification of Eilineda the Hailserpent.
You gain 6.21 gold from the transmogrification of voratun mail armour of command (15 def, 17 armour).
You gain 5.28 gold from the transmogrification of enlightening stralite mail armour (4 def, 8 armour).
You gain 25.00 gold from the transmogrification of woollen robe 'Harondur' (0 def, 0 armour).
You gain 19.40 gold from the transmogrification of Noonmight the stralite longsword (34-47 power, 5 apr).
You gain 7.85 gold from the transmogrification of balanced stralite greatsword of crippling (49-78 power, 3 apr).
You gain 6.60 gold from the transmogrification of balanced voratun battleaxe of massacre (74-112 power, 4 apr).
You gain 23.98 gold from the transmogrification of Aerykira the dwarven-steel battleaxe (32-48 power, 5 apr).
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 45; blocks 5; dur 4; cd 14).
You gain 1.49 gold from the transmogrification of shielding rune (absorb 164; dur 6; cd 15).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Nariedel no longer revels in blood quite so much.