










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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 | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 22 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Archie at level 15 on the 17th Haze 122nd year of Ascendancy at 20:55 0 / 6Killed by storm wyrm at level 16 on the 24th Haze 122nd year of Ascendancy at 15:42 Killed by Velotira the ghast at level 19 on the 2nd Allure 123rd year of Ascendancy at 16:01 Killed by Urkis, the High Tempest at level 21 on the 35th Regrowth 123rd year of Ascendancy at 08:48 Killed by Urkis, the High Tempest at level 21 on the 35th Regrowth 123rd year of Ascendancy at 09:03 Killed by Xanaba the dredgling at level 22 on the 45th Regrowth 123rd year of Ascendancy at 17:33 |
Primary Stats
| Strength | 39 (base 34) |
| Dexterity | 76 (base 51) |
| Constitution | 21 (base 18) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 28 (base 12) |
Resources
| Life | -44/449 |
| Stamina | 5/170 |
| Healing Factor | 1.086387434555 |
| Regeneration | 0.48887434554975 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +139.09253323781% |
Vision
| Sight | 12 |
| Lite | 1 |
| Infravision | 8 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 51 |
| Crit Chance | 34% |
| APR | 25 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +9% |
Defense: Base
| Armour (hardiness) | 31 (41.270236612702%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 5.4153166421208 |
| Physical Save | 20 |
| Spell Save | -16 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Temporal | -5%( 70%) |
| Fire | + 32%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 39%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 384% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 341% 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 Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 26%. Concealment |
| beneficial effect | Increases global action speed by 39%. Speed |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Relgohell (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A pair of boots made of leather. |
| Quiver | high-capacity quiver of dragonbone arrows of crippling (47/55, 55-77 power, 18 apr)3.0 T5 arrow ammo [Ego+] Master Power 55.0 - 77.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +18.0% Capacity 55 On Crit: * cripple the target While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 36 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | iron helm 'Adavena' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +7 Cun +3 Dex dps ---------- Mind.crit +4% ----- def ----- Armour +3 Fatigue +5% Mind.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe of predation (dig speed 21 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Urthodin0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Crit.mult +3.00% Acc +2 (+0 eff.) Apr +1 ----- def ----- Mind.save +5 (+2 eff.) HP.reg +0.20 Confus- +21% Rings can have magical properties. |
| On fingers | steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +7 (+4 eff.) Rings can have magical properties. |
| Around waist | blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Spell.save +5 (+5 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | mighty ash longbow of fire4.0 T2 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +9 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
| On hands | cinder iron gauntlets of archery (0 def, 1 armour)1.5 T1 hands armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% fire Steady Shot: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | volcanic cured leather armour of command (10 def, 18 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +7% Resists +14% physical +12% fire Mind.save +10 (+4 eff.) A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Flashwell' (3 def, 8 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Phys.crit +1.0% Spell.crit +4% Crit.mult +12.00% Spell.pwr +10 (+5 eff.) Dmg.mod +10% arcane Res.pen +9% arcane Melee Ret 12 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +27% cold +3% fire Spell.save -29 (-29 eff.) Die.at -40.00 life Max.HP +30.00 ---------- misc Stam/turn +1.20 Mana/turn -0.29 Max.mana +75.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% cold +11% fire Amulets can have magical properties. |
Inventory
movement infusion (307% speed; 4 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 307% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
copper ring of corrosion (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings can have magical properties. |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
steel ring 'Chargesmasher'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +12% lightning Res.pen +25% acid ----- def ----- Fatigue -5% Resists +6% acid +15% lightning ---------- misc Max.enc +20 Rings can have magical properties. |
Shimmerveil4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Crit.r2 +2 physical While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +12% lightning Apr +1 ----- def ----- Heal.mod +10% Longbows are used to shoot arrows at your foes. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +41.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Lisereletha' (9 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% cold +14% mind +24% darkness Phys.save +10 (+5 eff.) Spell.save +12 (+12 eff.) Mind.save +24 (+9 eff.) Knockbk- +10% Teleport- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere wizard hat 'Velyma' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +6 (+2 eff.) Dmg.mod +13% fire ----- def ----- Defense +2 (+0 eff.) Resists +19% fire Spell.save +30 (+30 eff.) Die.at -60.00 life Disease- +20% A pointy cloth hat, very wizardly... |
prismatic dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% cold +12% light +12% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
troll-hide cured leather armour of Toknor (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +37.00 HP.reg +4.40 Heal.mod +13% A suit of armour made of leather. |
Gloomfame the quiver of ash arrows (16/16, 18-25.2 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Disrupt/Master Power 18.0 - 25.2 Acid Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +9.5% Capacity 16 Ranged+ +20 fire +8 darkness +21 manaburn arcane On Hit.r1 +4 darkness On Crit.r2 +4 acid +11 fire On Crit: * burns latent spell energy * cripple the target Arrows are used with bows to pierce your foes to death. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
75 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Archie the Shalore Archer level 16
20th Haze 122nd year of Ascendancy at 07:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Archie the Shalore Archer level 10
23rd Dusk 122nd year of Ascendancy at 01:15 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Archie the Shalore Archer level 19
5th Decay 122nd year of Ascendancy at 03:23 see stats
Exterminator
Killed 1000 creatures.By Archie the Shalore Archer level 16
25th Haze 122nd year of Ascendancy at 15:09 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Archie the Shalore Archer level 21
35th Regrowth 123rd year of Ascendancy at 10:47 see stats
Level 10
Got a character to level 10.By Archie the Shalore Archer level 10
1st Flare 122nd year of Ascendancy at 23:20 see stats
Level 20
Got a character to level 20.By Archie the Shalore Archer level 20
2nd Allure 123rd year of Ascendancy at 16:08 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Archie the Shalore Archer level 13
60th Dusk 122nd year of Ascendancy at 13:33 see stats
Size matters
Did over 600 damage in one attack.By Archie the Shalore Archer level 21
15th Regrowth 123rd year of Ascendancy at 21:18 see stats
The Arena
Unlocked Arena mode.By Archie the Shalore Archer level 10
7th Flare 122nd year of Ascendancy at 01:33 see stats
The secret city
Discovered the truth about mages.By Archie the Shalore Archer level 21
34th Regrowth 123rd year of Ascendancy at 11:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Archie the Shalore Archer level 17
46th Haze 122nd year of Ascendancy at 23:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Archie the Shalore Archer level 16
21st Haze 122nd year of Ascendancy at 07:09 see stats
Log
Archie's Shoot hits Dredge for 310 physical, 12 fire (323 total damage).
Archie uses Headshot.
Archie's Headshot performs a ranged critical strike against Dredge!
Archie's Headshot hits Dredge for 364 physical damage.
Archie's Headshot killed Dredge!
Archie stops wasting away.
Archie speeds up.
Xanaba the dredgling rushes out!
Archie is dazed!
Xanaba the dredgling hits Archie for 71 physical, 7 fire (79 total damage).
Archie hits Xanaba the dredgling for 11 physical damage.
Archie uses Shadow Shot.
Xanaba the dredgling is surrounded by a thick smoke.
Archie's Shadow Shot performs a ranged critical strike against Xanaba the dredgling!
Xanaba the dredgling is crippled.
Archie's Shadow Shot hits Xanaba the dredgling for 147 physical, 7 fire (154 total damage).
Archie deactivates Aim.
Archie deactivates Concealment.
Archie deactivates Intuitive Shots.
Archie deactivates Trained Reactions.
Archie shoots!
Belabrevena the dredgling activates Mind Storm.
Archie's Shoot hits Xanaba the dredgling for 45 physical, 7 fire (52 total damage).
Talent Steady Shot is ready to use.
Xanaba the dredgling uses Shield Pummel.
Archie is not dazed anymore.
Saving game...



























































































