Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.4.8Allows 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 16 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Ausri the halfling at level 14 on the 14th Haze 122nd year of Ascendancy at 08:30 2 / 3Killed by Adumira the dreaming honey tree at level 15 on the 26th Haze 122nd year of Ascendancy at 22:21 Killed by Porybeth the giant lightning ant at level 16 on the 63rd Haze 122nd year of Ascendancy at 15:51 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 20 (base 12) |
| Willpower | 54 (base 43) |
| Cunning | 45 (base 29) |
Resources
| Mana | 410/410 |
| Psi | 144/144 |
| Life | 386/386 |
| Positive | 95/95 |
| Stamina | 255/255 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 37 |
| Crit Chance | 30% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 37 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 16.1 (43.636363636364%) |
| Defense | 14 |
| Ranged Defense | 17 |
| Fatigue | 16 |
| Physical Save | 17 |
| Spell Save | 35 |
| Mental Save | 36 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 20% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 533% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 276 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | thought-forged steel greatsword of massacre (29.5-47.2 power, 2 apr) thought-forged steel greatsword of massacre (29.5-47.2 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 Base power: 29.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +13 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +3 Iron Grip Poison immunity: +20% Disarm immunity: +80% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
| Light source | brass lantern 'Kindleripper' brass lantern 'Kindleripper'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Wil Mental save: +6 (+3 eff.) Light radius: +4 See stealth: +7 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. |
| On head | linen wizard hat of arcana (1 def, 0 armour) =MAG= linen wizard hat of arcana (1 def, 0 armour) =MAG=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +4 Wil / +4 Cun Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| On feet | Glamitha the Skyire (3 def, 3 armour) Glamitha the Skyire (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Changes stats: +2 Str Changes resistances: +3% lightning Changes damage: +9% lightning Talent granted: +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | wizard's copper ring =MAG= wizard's copper ring =MAG=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Chahek the copper ring Chahek the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 10 arcane resource burn Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| Around neck | starlit steel amulet of cunning (+3) starlit steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% light / +10% darkness Blindness immunity: +22% Amulets can have magical properties. |
| In main hand | dwarven-steel greatmaul 'Eilinirin' (44-66 power, 2 apr) dwarven-steel greatmaul 'Eilinirin' (44-66 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +10 darkness / +4 mind Burst (radius 1) on hit: +12 blight / +13 fire Damage against: +10% Living When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 10% chance to disease Changes resistances: +3% blight Massive two-handed mauls. |
| Around waist | rough leather belt 'Notogar' rough leather belt 'Notogar'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str Physical save: +6 (+4 eff.) Maximum life: +20.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | acidic dwarven-steel mace of crippling (25-35 power, 4 apr) acidic dwarven-steel mace of crippling (25-35 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +6.0% Blunt and deadly. |
| Cloak | thick linen cloak of backstabbing (1 def, 5 armour) thick linen cloak of backstabbing (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +18% lightning / +10% cold Critical mult.: +10.00% Stealth bonus: +5 Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing steel mail armour (2 def, 6 armour) searing steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 8 fire Changes resistances: +12% acid / +11% fire A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 82% / cooldown 94%) medical injector implant (efficiency 82% / cooldown 94%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 94%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 100% / cooldown 55%) medical injector implant of the duelist (efficiency 100% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 146% / cooldown 54%) medical injector implant of the sneak (efficiency 146% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6) steam generator implant (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. steam generator implant of the duelist (steam 8)steam generator implant of the duelist (steam 8) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 9) steam generator implant of the psychic (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 43 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8) steam generator implant of the sneak (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Fungal Web schematic: Fungal WebRequires: - 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: Kinetic Stabiliser 2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor 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: Spring Grapple schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Toxic Cannister Launcher schematic: Toxic Cannister LauncherRequires: - 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. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
Xanynne XanynnePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +5% blight Blindness immunity: +21% Mana each turn: +0.08 Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
Flashire (36.5-54.75 power, 2 apr) Flashire (36.5-54.75 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 36.5 - 54.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +9 darkness Damage against: +10% Living When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+7 eff.) Damage when hit (Melee): 4 fire Changes resistances penetration: +5% fire Changes damage: +3% fire Disarm immunity: +32% Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed mauls. |
hateful iron greatmaul of the mystic (15.5-23.25 power, 1 apr) hateful iron greatmaul of the mystic (15.5-23.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +9% Living When wielded/worn: Changes stats: +2 Mag / +2 Wil Spellpower: +9 (+4 eff.) Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
steel greatsword 'Nerotta' (26.5-42.4 power, 2 apr) steel greatsword 'Nerotta' (26.5-42.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +12 blight / +9 lightning Burst (radius 1) on hit: +10 fire When wielded/worn: Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 Massive two-handed swords. |
dwarven-steel mace of amnesia (28-39.2 power, 4 apr) dwarven-steel mace of amnesia (28-39.2 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Duryhek the rough leather slingDuryhek the rough leather sling Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +7 cold Burst (radius 2) on crit: +2 temporal When wielded/worn: Changes damage: +9% temporal / +9% cold Slings are used to hurl stones or metal shots at your foes. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.35 to 37.06 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
enveloping linen cloak of the Shaloren (8 def, 0 armour) =MAG= enveloping linen cloak of the Shaloren (8 def, 0 armour) =MAG=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+7 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +0% lightning Physical save: +5 (+4 eff.) Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starwire (0 def, 1 armour) =MAG= Starwire (0 def, 1 armour) =MAG=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 arcane Changes stats: +3 Mag Changes damage: +4% arcane / +3% light Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves of strength (+3) (0 def, 1 armour) umbral rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +5% darkness Changes damage: +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Deepsprophet' (0 def, 3 armour) =DEPTHS= iron helm 'Deepsprophet' (0 def, 3 armour) =DEPTHS=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Cun Changes resistances: +8% cold Changes resistances penetration: +5% darkness Allows you to breathe in: water Equilibrium when hit: +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
188 alchemist agate 188 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. |
2 opal 2 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. |
Arthydralen the iron pickaxe (dig speed 36 turns) Arthydralen the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Fatigue: -5% Changes stats: +3 Str / +2 Dex When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Vorydamira the iron pickaxe (dig speed 38 turns) Vorydamira the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature / +6% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arybrena the Dawnfear Arybrena the DawnfearCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +6% light Light radius: +5 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. |
Mardorek MardorekInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% nature Physical save: +5 (+4 eff.) Light radius: +2 Healing mod.: +11% 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. |
Marduntir the Glarebore Marduntir the GlareborePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Changes resistances penetration: +5% light Light radius: +2 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 69.48 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 69.48 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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), 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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), 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. |
quick iron torque of kinetic psionic shield [power 13] (13 cooldown) quick iron torque of kinetic psionic shield [power 13] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 13 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst 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 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Moloch the Ogre Adventurer level 6
9th Flare 122nd year of Ascendancy at 16:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Moloch the Ogre Adventurer level 10
43rd Dusk 122nd year of Ascendancy at 16:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Moloch the Ogre Adventurer level 14
12nd Haze 122nd year of Ascendancy at 22:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Moloch the Ogre Adventurer level 9
31st Dusk 122nd year of Ascendancy at 09:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Moloch the Ogre Adventurer level 9
36th Dusk 122nd year of Ascendancy at 09:38 see stats
Log
Giant green ant is covered in acid!
Moloch performs a melee critical strike against Giant green ant!
Moloch starts to bleed.
Moloch's Earthen Missiles hits Moloch for 33 physical, 5 physical (38 total damage).
Moloch's Earthen Missiles hits Moloch for 52 physical, 9 physical (61 total damage).
Moloch's Earthen Missiles hits Moloch for 33 physical, 5 physical (38 total damage).
Moloch hits Giant green ant for 45 physical, 5 darkness, 2 mind, 5 acid, , 5 fire, , 0 arcane, 25 blight, 2 darkness, 0 mind, 2 acid, , 2 fire, , 0 arcane, 3 blight, 3 fire, 22 blight, 4 acid, 5 acid, , 5 fire, , 0 arcane, 12 blight, 13 fire, 29 physical, 4 acid, 5 acid, , 5 fire, , 0 arcane, 73 physical (278 total damage).
Moloch's Earthen Missiles hits Moloch for 33 physical, 5 physical (38 total damage).
Moloch killed Giant green ant!
Bleeding from Moloch hits Moloch for 25 physical damage.
Zubaldassra the red crystal casts Invoke Darkness.
Zubaldassra the red crystal's spell attains critical power!
Moloch shrugs off the critical damage!
Zubaldassra the red crystal hits Moloch for 163 darkness damage.
Porybeth the giant lightning ant psionically attacks Moloch with his steel longsword!
Moloch resists the mind attack!
Porybeth the giant lightning ant hits Moloch for 42 mind damage.
Moloch hits Porybeth the giant lightning ant for 9 acid, 7 fire (16 total damage).
Moloch the level 16 ogre adventurer was psyched to death by Porybeth the giant lightning ant on level 2 of Old Forest.
You have 2 life(s) left.
Moloch deactivates Augmentation.
You carry too much--you are encumbered!
Drop some of your items.
Moloch stops bleeding.
Moloch deactivates Beyond the Flesh.
Moloch deactivates Arcane Combat.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
