











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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:
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:
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.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 50 / 2465% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 286 (base 60) |
Dexterity | 250 (base 60) |
Constitution | 95 (base 60) |
Magic | 261 (base 60) |
Willpower | 73 (base 60) |
Cunning | 240 (base 60) |
Resources
Life | 20765/20765 |
Mana | 1319/1319 |
Stamina | 1040/1040 |
Healing Factor | 1.4812106582884 |
Regeneration | 164.04408040544 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +581.23543423413% |
Spell | +200% |
Global | +345% |
Vision
Sight | 20 |
Lite | 20 |
Infravision | 17 |
See Stealth | 188.88827096757 |
See Invisible | 182.88827096757 |
Offense: Mainhand
Damage | 2166 |
Accuracy | 193 |
Crit Chance | 571% |
APR | 179 |
Speed | 0.34 |
Offense: Spell
Spellpower | 227 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 105.55 |
Offense: Mind
Mindpower | 148 |
Crit Chance | 89% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +125% |
Blight | +125% |
Arcane | +135% |
Cold | +123% |
All | 0% |
Physical | +105% |
Lightning | +302% |
Light | +115% |
Temporal | +106% |
Mind | +131% |
Darkness | +106% |
Fire | +315% |
Nature | +98% |
Offense: Damage Penetration
Acid | +148% |
Blight | +153% |
Arcane | +153% |
Cold | +148% |
All | +25% |
Physical | +147% |
Lightning | +148% |
Light | +123% |
Temporal | +123% |
Mind | +138% |
Darkness | +123% |
Fire | +148% |
Nature | +123% |
Defense: Base
Armour (hardiness) | 736.68867269587 (100%) |
Defense | 147 |
Ranged Defense | 191 |
Fatigue | 0 |
Physical Save | 183 |
Spell Save | 201 |
Mental Save | 182 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +247%(100%) |
Physical | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 80% |
Knockback Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 2.5 Rune: Ancient RuneUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Fires a beam that does 1030 Darkness damage and restores 100 Paradox. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (4877 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 951 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 20.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 20.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 20.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 20.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 20.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 21.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 20.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 20.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Higher | 5.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 20.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 8.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Shattering Impact |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Daunting Presence |
talent | Shielding |
talent | Arcane Feed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Betiriaba the giant spider. Escort: lost tinker (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Betodhelle the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3146. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed sandworm tooth. * You've found the needed honey tree root. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +21 (+2 eff.) Changes stats: +4 Str / +16 Dex / +4 Con Changes resistances: +3% physical Changes resistances penetration: +5% physical Changes damage: +6% light Critical mult.: +5.00% Psi when hit: +0.08 Only die when reaching: -20.00 life Maximum stamina: +10.00 Light radius: +3 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 72.1 Power cost: 14 out of 25/25. Range: 14 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. This object's appearance was changed to Steam Powered Boots. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 8 acid Changes stats: +3 Dex Changes resistances: +2% physical Changes resistances penetration: +15% acid Mental save: +15 (+1 eff.) Blindness immunity: +43% Confusion immunity: +30% Light radius: +15 See stealth: +50 See invisible: +43 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +30 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 76% Changes stats: +4 Str / +3 Dex / +4 Wil Changes resistances: +27% acid / +15% blight Mental save: +10 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Helm of the Dominated. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Str Changes resistances: +9% physical Changes resistances penetration: +5% arcane Changes damage: +13% fire / +24% mind / +6% arcane Spell save: +3 (+0 eff.) Mental save: +15 (+1 eff.) Spell crit. chance: +5% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) * 23% chance to reduce damage dealt by 50% Changes stats: +8 Mag / +8 Wil Changes resistances: +3% darkness / +3% temporal Mental save: +15 (+1 eff.) Blindness immunity: +50% Confusion immunity: +50% Spellpower: +15 (+1 eff.) Infravision radius: +6 See stealth: +24 See invisible: +25 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 63 Damage when hit (Melee): 8 arcane / 4 acid Changes stats: +6 Dex / +11 Mag / +6 Cun Changes resistances: +13% lightning / +15% temporal / +12% acid Changes resistances penetration: +15% mind / +10% acid Changes damage: +12% acid / +6% arcane Mana each turn: +0.60 Maximum mana: +60.00 Mental crit. chance: +15% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Damage (Melee): +12 mind / +27 blight When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +21 Damage when hit (Melee): 4 blight Changes stats: +5 Cun Changes resistances penetration: +19% physical Changes damage: +3% light Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +3% Massive two-handed swords. This object's appearance was changed to Stormfront. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +16 Armour Hardiness: +10% Changes stats: +6 Con Changes resistances: +9% physical When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+5 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 14 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This object's appearance was changed to Death's Embrace. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Defense: +61 (+7 eff.) Damage when hit (Melee): 12 darkness Changes stats: +6 Str Changes resistances: +6% physical Changes resistances penetration: +30% blight Changes damage: +27% blight Critical mult.: +28.91% Physical save: +25 (+3 eff.) Spell save: +25 (+2 eff.) Mental save: +25 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 23% chance to reduce armor by 76% Damage when hit (Melee): 6 acid Changes stats: +8 Dex / +11 Mag / +10 Cun / +10 Con Changes resistances: +12% cold Changes damage: +15% acid / +8% temporal / +8% light / +7% physical / +9% mind / +8% darkness Life regen: +5.00 Stamina each turn: +1.20 Mana each turn: +0.56 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 111 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. |
![]() Powered 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 Halelatr the Higher Arcane Blade level 50
67th Dusk 122nd year of Ascendancy at 19:22 see stats
By Halelatr the Higher Arcane Blade level 29
4th Dusk 122nd year of Ascendancy at 12:22 see stats
By Halelatr the Higher Arcane Blade level 50
65th Dusk 122nd year of Ascendancy at 20:39 see stats
By Halelatr the Higher Arcane Blade level 50
3rd Haze 122nd year of Ascendancy at 09:30 see stats
By Halelatr the Higher Arcane Blade level 50
16th Haze 122nd year of Ascendancy at 10:12 see stats
By Halelatr the Higher Arcane Blade level 50
1st Haze 122nd year of Ascendancy at 22:36 see stats
By Halelatr the Higher Arcane Blade level 50
79th Dusk 122nd year of Ascendancy at 08:19 see stats
By Halelatr the Higher Arcane Blade level 9
79th Pyre 122nd year of Ascendancy at 19:32 see stats
By Halelatr the Higher Arcane Blade level 36
12nd Dusk 122nd year of Ascendancy at 10:20 see stats
By Halelatr the Higher Arcane Blade level 44
64th Dusk 122nd year of Ascendancy at 06:29 see stats
By Halelatr the Higher Arcane Blade level 27
3rd Flare 122nd year of Ascendancy at 08:13 see stats
By Halelatr the Higher Arcane Blade level 50
16th Haze 122nd year of Ascendancy at 10:14 see stats
By Halelatr the Higher Arcane Blade level 10
1st Mirth 122nd year of Ascendancy at 05:02 see stats
By Halelatr the Higher Arcane Blade level 20
4th Mirth 122nd year of Ascendancy at 14:25 see stats
By Halelatr the Higher Arcane Blade level 30
4th Dusk 122nd year of Ascendancy at 15:50 see stats
By Halelatr the Higher Arcane Blade level 40
16th Dusk 122nd year of Ascendancy at 05:13 see stats
By Halelatr the Higher Arcane Blade level 50
65th Dusk 122nd year of Ascendancy at 15:59 see stats
By Halelatr the Higher Arcane Blade level 50
78th Dusk 122nd year of Ascendancy at 11:15 see stats
By Halelatr the Higher Arcane Blade level 39
16th Dusk 122nd year of Ascendancy at 05:13 see stats
By Halelatr the Higher Arcane Blade level 23
1st Summertide 122nd year of Ascendancy at 13:47 see stats
By Halelatr the Higher Arcane Blade level 16
3rd Mirth 122nd year of Ascendancy at 17:47 see stats
By Halelatr the Higher Arcane Blade level 9
79th Pyre 122nd year of Ascendancy at 22:18 see stats
By Halelatr the Higher Arcane Blade level 50
79th Dusk 122nd year of Ascendancy at 08:56 see stats
By Halelatr the Higher Arcane Blade level 40
17th Dusk 122nd year of Ascendancy at 11:16 see stats
By Halelatr the Higher Arcane Blade level 29
4th Dusk 122nd year of Ascendancy at 12:22 see stats
By Halelatr the Higher Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 10:39 see stats
By Halelatr the Higher Arcane Blade level 29
4th Dusk 122nd year of Ascendancy at 12:22 see stats
By Halelatr the Higher Arcane Blade level 20
4th Mirth 122nd year of Ascendancy at 16:05 see stats
By Halelatr the Higher Arcane Blade level 22
1st Summertide 122nd year of Ascendancy at 00:30 see stats
By Halelatr the Higher Arcane Blade level 4
76th Pyre 122nd year of Ascendancy at 20:08 see stats
By Halelatr the Higher Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 22:34 see stats
By Halelatr the Higher Arcane Blade level 48
65th Dusk 122nd year of Ascendancy at 14:50 see stats
By Halelatr the Higher Arcane Blade level 29
4th Dusk 122nd year of Ascendancy at 12:36 see stats
Log
Halelatr deactivates Daunting Presence.
Halelatr activates Daunting Presence.
Halelatr deactivates Shielding.
Halelatr activates Shielding.
Halelatr deactivates Shattering Impact.
Halelatr activates Shattering Impact.
Sold: Monolith Armour (40 def, 50 armour) for 10.00 gold.
Sold: Windborne Azurite for 10.00 gold.
Sold: Crystal Focus for 1.00 gold.
Talent Dig is ready to use.
Zemekkys points to the location of Briagh's lair on your map.
There is an exit to the worldmap here (press '' or right click to use).
There is a Gates of Morning (Town) 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.
Saving game...
Saving done.
Today is the 33rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 14:38.
Today is the 35th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:53.
Today is the 37th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:55.
There is a Entrance to Rak'shor Pride bastion here (press '' or right click to use).
The furious lightning storm around Halelatr calms down and disappears.