











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 32 / 0% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
| Strength | 139 (base 29) |
| Dexterity | 90.340449927278 (base 25) |
| Constitution | 65.340449927278 (base 30) |
| Magic | 66 (base 29) |
| Willpower | 70.340449927278 (base 40) |
| Cunning | 72 (base 43) |
Resources
| Mana | 588/588 |
| Psi | 130/130 |
| Vim | 332/332 |
| Life | 1189/1189 |
| Stamina | 396/396 |
| Hate | 81/100 |
| Healing Factor | 1.2622510368648 |
| Regeneration | 2.8400648329458 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 8.3404499272777 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 65 |
| Crit Chance | 33% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| All | 0% |
| Lightning | +25% |
| Light | +11% |
| Temporal | +8% |
| Darkness | +16% |
| Mind | +12% |
| Fire | +21% |
| Nature | +15% |
Offense: Damage Penetration
| Acid | +20% |
| Temporal | +10% |
| Darkness | +10% |
| Arcane | +20% |
| Cold | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 50 (30%) |
| Defense | 50 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 64 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Physical | + 15%( 72%) |
| Cold | + 41%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 51%( 78%) |
| Light | + 23%( 70%) |
| Temporal | + 31%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 17%( 70%) |
| Mind | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Confusion Resistance | 0% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 71% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 124 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 1/13 |
| 1/28 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Corruption / Torment | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Beyond the Flesh |
| talent | Through The Crowd |
| talent | Adventure Friendly Fire Disabler |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Gloom |
| talent | Augmentation |
| talent | Charged Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 62% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 44 mind and 46 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 73 Mind damage, and deal 75 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Equipment
| Psionic focus | ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| On hands | Crystle's Astral Bindings (Shrouds) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Shrouds Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 132.73 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 132.73 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Cloud Caller (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 82.27 to 246.80 lightning damage (164.54 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On feet | Layyldata the pair of hardened leather boots (Shrouds) (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +10 Dex Changes resistances: +3% mind Changes resistances penetration: +20% arcane Physical save: +9 (+2 eff.) Mana each turn: +0.08 Spell crit. chance: +2% Curse of Shrouds A pair of boots made of leather. |
| Tool | Thunderravager (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% lightning Changes resistances penetration: +10% cold Changes damage: +15% nature / +15% lightning Maximum life: +26.00 Maximum stamina: +27.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
| Around neck | stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 7 light / 9 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 27% * 7% chance to blind Changes damage: +11% light / +8% darkness Amulets make your neck look great! |
| In main hand | Branosathel the Kilnbrawn (Misfortune) (38-61 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +41 acid / +34 nature When wielded/worn: Armour penetration: +10 Changes stats: +5 Mag / +4 Wil Changes resistances penetration: +20% acid / +20% nature Changes damage: +12% mind / +21% fire Curse of Misfortune Massive two-handed swords. |
| Around waist | hardened leather belt of dampening (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% acid / +5% fire / +6% lightning / +5% cold Curse of Nightmares A belt that goes around your waist. |
| In off hand | exposing dwarven-steel shield of reflection (Madness) (0 def, 6 armour, 29-35 power, 80.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 9% chance to reduce all saves and defense by 33 Effects when hit in melee: * 10% chance to reduce all saves and defense by 33 Changes resistances: +12% light / +12% darkness Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
| Cloak | thick cashmere cloak of the voidstalker (Nightmares) (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +13% temporal / +11% darkness / +18% cold Defense after a teleport: +20 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (Shrouds) (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +8 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +6 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Shrouds A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
iron greatsword 'Noonserpent' (Shrouds) (16-26 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Damage (Melee): +20 light When wielded/worn: Changes stats: +1 Str / +1 Con Light radius: +1 Curse of Shrouds Massive two-handed swords. |
dwarven-steel longsword 'Raguyasin' (Corpses) (22-31 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 temporal Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +12 temporal When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +3% temporal Curse of Corpses Sharp, long, and deadly. |
Boots of the Hunter (Corpses) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
iron mail armour 'Emelemira' (Shrouds) (12 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Fatigue: +12% Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +16% lightning Changes damage: +3% mind Silence immunity: +10% Pinning immunity: +20% Curse of Shrouds A suit of armour made of mail. |
Achievements
Log
Doomed deactivates Call Shadows.
Doomed activates Call Shadows.
Doomed deactivates Beyond the Flesh.
Doomed activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thermal Shield
- Charged Shield
- Deflection
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Character control switched to Wyrmic.
Character control switched to MadJonas.
Character control switched to Wyrmic.
Saving game...
Saving done.
Wyrmic deactivates Arcane Feed.
Wyrmic activates Arcane Feed.
Wyrmic deactivates Through The Crowd.
Wyrmic activates Through The Crowd.
Wyrmic deactivates Augmentation.
Wyrmic activates Augmentation.
Wyrmic deactivates Feather Wind.
Wyrmic activates Feather Wind.
Wyrmic deactivates Elemental Harmony.
Wyrmic activates Elemental Harmony.
Wyrmic deactivates Adventure Friendly Fire Disabler.
Wyrmic activates Adventure Friendly Fire Disabler.
Wyrmic deactivates Icy Skin.
Wyrmic activates Icy Skin.
Wyrmic deactivates Beyond the Flesh.
Wyrmic activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Character control switched to Cursed.































































































