












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Half-Cost Category Mastery 1.3.1 Early Infinite Dungeon 1.3.0Allows you to use the stairs from the Ruined Dungeon to the Infinite Dungeon, even if you haven't completed the campaign. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.10Allows 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 33 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nyrimith the elven tempest at level 13 on the 31st Dusk 122nd year of Ascendancy at 10:21 3 / 3Killed by Emelywen the elven cultist at level 26 on the 8th Regrowth 123rd year of Ascendancy at 13:54 Killed by Xeridawyn the greater faeros's temporal clone at level 31 on the 26th Regrowth 123rd year of Ascendancy at 17:35 |
Primary Stats
| Strength | 51 (base 28) |
| Dexterity | 76 (base 60) |
| Constitution | 80 (base 44) |
| Magic | 55 (base 50) |
| Willpower | 49 (base 41) |
| Cunning | 41 (base 15) |
Resources
| Equilibrium | 35 |
| Life | 869/869 |
| Steam | 100/100 |
| Paradox | 300 |
| Stamina | 242/242 |
| Healing Factor | 1.6800000000001 |
| Regeneration | 169.39440000001 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8 |
| See Stealth | 10 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 204 |
| Accuracy | 65 |
| Crit Chance | 24% |
| APR | 35 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +9% |
| Nature | +3% |
| Cold | +13% |
| Physical | +29% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +5% |
| Physical | +71% |
Defense: Base
| Armour (hardiness) | 42.729664272082 (83.720930232558%) |
| Defense | 46 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 31 |
| Mental Save | 55 |
Defense: Resistances
| Physical | + 21%( 70%) |
| Cold | + 50%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 25%( 70%) |
| Darkness | + 33%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Bleed Resistance | 30% |
| Confusion Resistance | 46% |
| Silence Resistance | 55% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 362 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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 81%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Matter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Munitions | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Archery training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Matter Weaving |
| talent | Lacerating Strikes |
| talent | Weapon Folding |
| talent | Piercing Ammunition |
| talent | Temporal Hounds |
| talent | Elemental Harmony |
| talent | Wild Growth |
| talent | Secrets of the Eternals |
| talent | Disintegration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 97.48 life per turn. Regeneration |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 Trollmire. Escort: lost warrior (level 2 of Trollmire)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 Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: 145. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 hummerhorn wing. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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.' * You've found the needed snow giant kidney. * You've found the needed green worm. | 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 within8 lumberjacks have died. | 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 | Mirefist (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +1 Cun Changes resistances: +3% nature Changes damage: +3% nature Equilibrium when hit: +0.12 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | sentry's quiver of dragonbone arrows of accuracy (54/54, 177% power, 24 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 177% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +24 Crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: 1 Arrows are used with bows to pierce your foes to death. |
| Light source | Ebonywire the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Dex / +2 Wil / +1 Cun Grants telepathy: Humanoid/Orc Light radius: +5 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Durigodig the hardened leather hat (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +3 Wil Changes resistances penetration: +25% physical Physical save: +20 (+6 eff.) Mental save: +7 (+2 eff.) Silence immunity: +40% Light radius: +2 A hat made of leather. Very stylish. |
| Tool | Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 139.86 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Beluzilasta the PrismsnakeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% light / +12% cold Changes damage: +9% light Spell save: +6 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +36% Light radius: +2 Rings can have magical properties. |
| On fingers | GaraveaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +26% cold / +5% arcane / +12% fire Changes damage: +13% cold Reduces incoming crit damage: 15.00% Mental save: +30 (+9 eff.) Silence immunity: +15% Only die when reaching: -40.00 life Rings can have magical properties. |
| Around waist | Dourserpent of the Blightspawn Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects when hit in melee: * 22% chance to disease * 21% chance to inflict 15% damage reduction Changes stats: +3 Str / +3 Dex / +4 Cun / +4 Con / +6 Lck Changes resistances: +6% darkness / +3% cold Trap disarming bonus: +8 Stealth bonus: +6 Physical save: +6 (+2 eff.) Cut immunity: +15% Knockback immunity: +5% Life regen: +0.60 Infravision radius: +4 Healing mod.: +12% Size category: +1 A belt that goes around your waist. |
| In main hand | Belutira the Woerune Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 Travel speed: +200% Damage (Ranged): +21 fire Damage against: +28% Undead / +28% Demon / +28% Horror When wielded/worn: Changes stats: +1 Cun / +3 Mag Changes resistances: +3% darkness Changes resistances penetration: +21% physical Changes damage: +21% fire / +23% physical Infravision radius: +1 See invisible: +3 Longbows are used to shoot arrows at your foes. |
| On hands | Adatira (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +4 Armour: +2 Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +3 Con Changes damage: +3% acid Critical mult.: +3.00% When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +11 Crit. chance: +14.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Zubyrarin the cured leather armour (2 def, 9 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 arcane / 10 physical Changes stats: +5 Str Changes resistances: +12% darkness / +7% physical Changes resistances penetration: +5% arcane Life regen: +1.40 Maximum life: +46.00 Light radius: +1 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | Pyrevice the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +6% fire Mental save: +12 (+4 eff.) Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Gunokhad'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +7 (+2 eff.) Armour: +4 Fatigue: -8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes stats: +2 Str / +6 Dex / +16 Cun / +6 Con Changes resistances penetration: +5% blight Changes damage: +6% physical Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 164)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
FurnacestrikerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +15% lightning / +18% fire / +6% mind Changes damage: +15% mind Stun/Freeze immunity: +26% Amulets can have magical properties. |
Salurevena the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +20% Life regen: +1.70 Healing mod.: +10% Rings can have magical properties. |
savage's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 25 light Changes stats: +2 Con Spell save: +11 (+6 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
steady yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +22 (+6 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
quiver of ash arrows 'Woetide' (24/24, 122% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 24 On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Ranged): +15 bleed / +8 darkness Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +12 darkness / +4 acid Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of paradox (16/16, 121% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal Arrows are used with bows to pierce your foes to death. |
Hellpride the quiver of yew arrows (21/21, 136% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown Damage (Ranged): +12 fire / +12 temporal / +8 mind Burst (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather cap 'Brightstreaker' (9 def, 3 armour) =breather=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes resistances: +8% cold Changes resistances penetration: +20% fire Changes damage: +6% fire Allows you to breathe in: water Physical save: +9 (+3 eff.) Stun/Freeze immunity: +15% A cap made of leather. |
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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
4 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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
418 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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), costing 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. |
powerful frost salve [power 19] powerful frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 131% efficiency and 81% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful pain suppressor salve [power 229] powerful pain suppressor salve [power 229]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 131% efficiency and 81% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -229 life and reduces all damage by 17% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 131% efficiency and 81% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Rungof's Fang =arper=Infused 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. |
Tooth of the Mouth (dig speed 12 turns) =digger=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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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, costing 202 power out of 243/400. 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. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Bow Maiden the Shalore Adventurer level 28
10th Regrowth 123rd year of Ascendancy at 17:39 see stats
Best album ever! (Insane (Adventure) difficulty)
Removed 89 beneficial effects from enemies via Disintegration.By Bow Maiden the Shalore Adventurer level 30
21st Regrowth 123rd year of Ascendancy at 23:31 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Bow Maiden the Shalore Adventurer level 25
5th Regrowth 123rd year of Ascendancy at 13:01 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bow Maiden the Shalore Adventurer level 6
5th Dusk 122nd year of Ascendancy at 02:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Bow Maiden the Shalore Adventurer level 21
10th Allure 123rd year of Ascendancy at 14:47 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bow Maiden the Shalore Adventurer level 30
22nd Regrowth 123rd year of Ascendancy at 09:38 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Bow Maiden the Shalore Adventurer level 32
33rd Regrowth 123rd year of Ascendancy at 05:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bow Maiden the Shalore Adventurer level 10
21st Dusk 122nd year of Ascendancy at 15:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bow Maiden the Shalore Adventurer level 20
58th Haze 122nd year of Ascendancy at 09:42 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Bow Maiden the Shalore Adventurer level 30
19th Regrowth 123rd year of Ascendancy at 22:09 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Bow Maiden the Shalore Adventurer level 16
47th Dusk 122nd year of Ascendancy at 04:41 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Bow Maiden the Shalore Adventurer level 28
12nd Regrowth 123rd year of Ascendancy at 03:28 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Bow Maiden the Shalore Adventurer level 31
27th Regrowth 123rd year of Ascendancy at 01:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Bow Maiden the Shalore Adventurer level 24
4th Regrowth 123rd year of Ascendancy at 19:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bow Maiden the Shalore Adventurer level 9
19th Dusk 122nd year of Ascendancy at 12:10 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bow Maiden the Shalore Adventurer level 20
60th Haze 122nd year of Ascendancy at 03:03 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Bow Maiden the Shalore Adventurer level 33
34th Regrowth 123rd year of Ascendancy at 09:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bow Maiden the Shalore Adventurer level 13
34th Dusk 122nd year of Ascendancy at 11:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bow Maiden the Shalore Adventurer level 22
1st Regrowth 123rd year of Ascendancy at 11:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bow Maiden the Shalore Adventurer level 14
39th Dusk 122nd year of Ascendancy at 08:02 see stats
Log
You gain 1.45 gold from the transmogrification of stralite dagger of massacre (142% power, 9 apr).
You gain 3.85 gold from the transmogrification of balanced stralite dagger of massacre (146% power, 9 apr).
You gain 2.03 gold from the transmogrification of arcing stralite dagger (132% power, 9 apr).
You gain 2.17 gold from the transmogrification of acidic stralite dagger (132% power, 9 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel dagger of massacre (129% power, 7 apr).
You gain 5.02 gold from the transmogrification of balanced dwarven-steel dagger of vileness (112% power, 7 apr).
You gain 1.45 gold from the transmogrification of stralite waraxe of massacre (147% power, 5 apr).
You gain 3.54 gold from the transmogrification of balanced dwarven-steel waraxe of massacre (129% power, 4 apr).
You gain 2.23 gold from the transmogrification of flaming stralite mace (142% power, 5 apr).
You gain 4.07 gold from the transmogrification of balanced dwarven-steel longsword (125% power, 4 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (138% power, 2 apr).
You gain 3.81 gold from the transmogrification of chilling stralite battleaxe of phasing (155% power, 16 apr).
You gain 6.11 gold from the transmogrification of shimmering dragonbone magestaff of fate (136% power, 6 apr, lightning element).
You gain 3.54 gold from the transmogrification of earthen elven-wood starstaff (129% power, 5 apr, physical element).
You gain 3.33 gold from the transmogrification of shimmering yew vilestaff (120% power, 4 apr, blight element).
You gain 3.00 gold from the transmogrification of Eclipse (117% power, 4 apr, darkness element).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Bow Maiden deactivates Weapon Folding.
Bow Maiden deactivates Intuitive Shots.
Bow Maiden deactivates Secrets of the Eternals.
Bow Maiden deactivates Temporal Hounds.
Bow Maiden deactivates Lacerating Strikes.
Bow Maiden deactivates Elemental Harmony.
Bow Maiden deactivates Matter Weaving.
Bow Maiden deactivates Disintegration.
Bow Maiden deactivates Trained Reactions.
Bow Maiden stops regenerating health quickly.
Bow Maiden deactivates Piercing Ammunition.
Bow Maiden deactivates Wild Growth.









































































































































