









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.6.0Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.0Official 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 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.6.0Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 34 / 69% |
| Size | huge |
| Lifes / Deaths | Killed by Islonor the ultimate telugoroth at level 18 on the 16th Haze 122nd year of Ascendancy at 14:55 0 / 8Killed by Urkis, the High Tempest at level 22 on the 1st Wintertide 123rd year of Ascendancy at 11:46 Killed by Urkis, the High Tempest at level 22 on the 1st Wintertide 123rd year of Ascendancy at 15:00 Killed by elven cultist at level 25 on the 36th Regrowth 123rd year of Ascendancy at 05:35 Killed by skeleton mage at level 28 on the 2nd Mirth 123rd year of Ascendancy at 00:03 Killed by orc cryomancer at level 33 on the 45th Dusk 123rd year of Ascendancy at 01:36 Killed by Warmaster Gnarg at level 33 on the 45th Dusk 123rd year of Ascendancy at 05:56 Killed by Aluin the Fallen at level 34 on the 31st Haze 123rd year of Ascendancy at 10:17 |
Primary Stats
| Strength | 73 (base 45) |
| Dexterity | 96 (base 60) |
| Constitution | 15 (base 11) |
| Magic | 53 (base 33) |
| Willpower | 40 (base 10) |
| Cunning | 49 (base 15) |
Resources
| Life | -52/944 |
| Stamina | 0/214 |
| Steam | 0/100 |
| Healing Factor | 1.1905405405406 |
| Regeneration | 0.29763513513514 |
Speed
| Mental | -5.5511151231258E-14% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -6 |
| Infravision | 9 |
| See Stealth | 15 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 85 |
| Crit Chance | 58% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | -22% |
| Physical | -26% |
| Nature | -11% |
| Arcane | -23% |
| Cold | -19% |
| All | -31% |
Offense: Damage Penetration
| Physical | +20% |
| All | 0% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 42 (38.536585365854%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 26 |
| Mental Save | 40 |
Defense: Resistances
| Physical | + 6%( 70%) |
| Acid | + 14%( 70%) |
| Lightning | + 23%( 70%) |
| Cold | + 18%( 70%) |
| Mind | + 37%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 34%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 71% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 305 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 76 up to 6 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | The gloom has stunned the target, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned by the gloom |
| beneficial effect | Increases defense by 16. Mobile Defense |
| detrimental effect | The target is struggling against immense gravity, all damage it does is reduced by 30%. Weight of the Sun |
| detrimental effect | The gloom reduces damage the target inflicts by 33%. Gloom Weakness |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by cold drake. Escort: worried loremaster (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by orc grand master assassin. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by aether beam. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by orc warrior. Escort: worried loremaster (level 7 of Dreadfell) | failed |
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 |
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 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 hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 293. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. * You've found the needed faerlhing fang. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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. * You have found the Resonating Diamond. | 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 | pair of drakeskin leather boots 'Baroruitar' (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Damage when hit (Melee): 6 physical Changes stats: +8 Lck / +10 Dex Changes resistances: +9% fire / +1% physical Critical mult.: +10.00% Stealth bonus: +10 Mental save: +6 (+2 eff.) A pair of boots made of leather. |
| Quiver | kabang (19/19, 71.5-100.1 power, 22 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +38 Armour Penetration: +22 Crit. chance: +24.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Travel speed: +100% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +50 cold / +60 physical Damage (radius 1) on hit: +8 physical / +4 fire Damage (radius 2) on crit: +23 cold / +8 fire When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
| Light source | Adenne the NoontorrentCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +15 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +7 Cun / +4 Con Changes resistances: +6% acid / +6% lightning Changes damage: +9% light Light radius: -5 Infravision radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +11 Cun / +11 Wil Changes resistances: +15% mind Mental save: +11 (+4 eff.) Confusion immunity: +36% Mindpower: +12 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | EilinynaRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +15.0% Changes stats: +5 Mag / +3 Wil / +2 Cun Changes resistances: +5% arcane Changes damage: +8% arcane Knockback immunity: +20% Maximum life: +40.00 Spellpower: +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+4 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 38.31 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | cashmere cloak 'Shiverscar' (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +5.0% Armour: +6 Defense: +2 (+0 eff.) Changes resistances: +8% acid / +7% fire / +8% cold / +7% lightning Changes resistances penetration: +20% physical Changes damage: +12% cold Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Velymiwyn'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +22% mind / +18% fire Poison immunity: +20% Confusion immunity: +35% Stun/Freeze immunity: +20% Healing mod.: +15% Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Saloriavea the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Lck / +10 Dex Changes resistances penetration: +10% physical Stealth bonus: +6 Only die when reaching: -80.00 life Maximum stamina: +30.00 Mindpower: +10 (+4 eff.) A pair of boots made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
93 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 128.93 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+4 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By RattleMeBones the Skeleton Archer level 20
31st Haze 122nd year of Ascendancy at 01:23 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By RattleMeBones the Skeleton Archer level 30
5th Mirth 123rd year of Ascendancy at 18:28 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By RattleMeBones the Skeleton Archer level 25
45th Regrowth 123rd year of Ascendancy at 07:53 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By RattleMeBones the Skeleton Archer level 29
2nd Mirth 123rd year of Ascendancy at 18:02 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By RattleMeBones the Skeleton Archer level 33
40th Dusk 123rd year of Ascendancy at 17:37 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By RattleMeBones the Skeleton Archer level 32
37th Dusk 123rd year of Ascendancy at 17:10 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By RattleMeBones the Skeleton Archer level 22
6th Allure 123rd year of Ascendancy at 09:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By RattleMeBones the Skeleton Archer level 11
26th Dusk 122nd year of Ascendancy at 14:22 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By RattleMeBones the Skeleton Archer level 31
33rd Dusk 123rd year of Ascendancy at 15:59 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By RattleMeBones the Skeleton Archer level 27
69th Pyre 123rd year of Ascendancy at 20:55 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By RattleMeBones the Skeleton Archer level 17
15th Haze 122nd year of Ascendancy at 06:51 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By RattleMeBones the Skeleton Archer level 19
18th Haze 122nd year of Ascendancy at 02:17 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By RattleMeBones the Skeleton Archer level 27
50th Pyre 123rd year of Ascendancy at 11:57 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RattleMeBones the Skeleton Archer level 25
45th Regrowth 123rd year of Ascendancy at 05:03 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By RattleMeBones the Skeleton Archer level 30
8th Mirth 123rd year of Ascendancy at 12:09 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By RattleMeBones the Skeleton Archer level 10
16th Dusk 122nd year of Ascendancy at 21:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By RattleMeBones the Skeleton Archer level 20
18th Haze 122nd year of Ascendancy at 16:25 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By RattleMeBones the Skeleton Archer level 30
2nd Mirth 123rd year of Ascendancy at 18:02 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By RattleMeBones the Skeleton Archer level 20
73rd Haze 122nd year of Ascendancy at 12:35 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By RattleMeBones the Skeleton Archer level 30
1st Summertide 123rd year of Ascendancy at 08:58 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By RattleMeBones the Skeleton Archer level 22
4th Allure 123rd year of Ascendancy at 03:11 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By RattleMeBones the Skeleton Archer level 31
33rd Dusk 123rd year of Ascendancy at 19:17 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By RattleMeBones the Skeleton Archer level 5
2nd Mirth 122nd year of Ascendancy at 15:59 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By RattleMeBones the Skeleton Archer level 25
45th Regrowth 123rd year of Ascendancy at 07:53 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By RattleMeBones the Skeleton Archer level 16
73rd Dusk 122nd year of Ascendancy at 23:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By RattleMeBones the Skeleton Archer level 20
39th Haze 122nd year of Ascendancy at 08:23 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By RattleMeBones the Skeleton Archer level 17
15th Haze 122nd year of Ascendancy at 13:12 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By RattleMeBones the Skeleton Archer level 34
65th Dusk 123rd year of Ascendancy at 15:57 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By RattleMeBones the Skeleton Archer level 25
19th Regrowth 123rd year of Ascendancy at 23:17 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By RattleMeBones the Skeleton Archer level 19
17th Haze 122nd year of Ascendancy at 15:33 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By RattleMeBones the Skeleton Archer level 33
45th Dusk 123rd year of Ascendancy at 05:56 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By RattleMeBones the Skeleton Archer level 28
2nd Mirth 123rd year of Ascendancy at 02:34 see stats
Log
Aluin the Fallen hits RattleMeBones for (54 absorbed), 0 fire, (82 absorbed), 0 light, (77 absorbed), 0 physical (0 total damage).
Deep Wound from RattleMeBones hits Aluin the Fallen for 23 physical damage.
Talent Called Shots is ready to use.
Talent Disengage is ready to use.
Talent Volley is ready to use.
Talent Headshot is ready to use.
Aluin the Fallen casts Rune: Shielding.
A shield forms around Aluin the Fallen.
Mindrot hits RattleMeBones for (6 absorbed), 0 mind, (10 absorbed), 0 darkness (0 total damage).
Aluin the Fallen casts Searing Light.
RattleMeBones reacts to damage from Aluin the Fallen, mitigating the blow!.
Your shield crumbles under the damage!
The shield around RattleMeBones crumbles.
Mindrot hits RattleMeBones for 6 mind, 10 darkness (17 total damage).
Aluin the Fallen hits RattleMeBones for (48 reacted , -4 stam), (57 absorbed), 71 light (71 total damage).
RattleMeBones is pulled in!
Aluin the Fallen hits RattleMeBones for 55 fire, 84 light, 79 physical (218 total damage).
Deep Wound from RattleMeBones hits Aluin the Fallen for (16 absorbed), 0 physical (0 total damage).
A shield forms around RattleMeBones.
A barrier bursts from the leather jacket!
Aluin the Fallen's light area effect hits RattleMeBones for (86 absorbed), 0 light (0 total damage).
Aluin the Fallen casts Crusade.
Aluin the Fallen performs a melee critical strike against RattleMeBones!
RattleMeBones reacts to an attack from Aluin the Fallen, mitigating the blow!.
Your shield crumbles under the damage!
The shield around RattleMeBones crumbles.
Aluin the Fallen performs a melee critical strike against RattleMeBones!
RattleMeBones reacts to an attack from Aluin the Fallen, mitigating the blow!.
Saving game...


























































































