










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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. 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.] Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Store Restocker 1.5.5Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 21 / 17% |
| Size | big |
| Lifes / Deaths | Killed by thought-forged warrior at level 12 on the 3rd Dusk 122nd year of Ascendancy at 10:52 1 / 4Killed by Xynne the mad druid at level 13 on the 26th Dusk 122nd year of Ascendancy at 19:45 Killed by luminous horror at level 20 on the 15th Haze 122nd year of Ascendancy at 19:25 Killed by cold drake at level 21 on the 48th Haze 122nd year of Ascendancy at 01:00 |
Primary Stats
| Strength | 70 (base 43) |
| Dexterity | 83 (base 50) |
| Constitution | 31 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 23 (base 12) |
Resources
| Life | 527/527 |
| Positive | 109/110 |
| Stamina | 198/198 |
| Healing Factor | 1.1567164179104 |
| Regeneration | 0.86753731343284 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 28.074207531484 |
| See Invisible | 35.074207531484 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 72 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Arcane | +15% |
| Fire | +9% |
| Mind | +12% |
Offense: Damage Penetration
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 16 (49.309173272933%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 43 |
| Mental Save | 53 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 16%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 16%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 76% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 327 damage for 4 turns. Its effects scale with your Willpower stat. |
| 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 424 damage for 6 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed length of troll intestine. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
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 |
Equipment
| On feet | Chaliregochik the Squalorvile (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * Slows global speed by 15% ----- def ----- Armour +1 Fatigue +1% Resists +9% blight +3% darkness Phys.save +5 (+2 eff.) Spell.save +15 (+5 eff.) Mind.save +7 (+2 eff.) A pair of boots made of leather. |
| Quiver | Tarruderab (82/82, 138% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master Power 139% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 82 On Crit.r2 +8 mind On Hit: * Slows global speed by 20% While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Tonaridan'1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Armour +4 Mind.save +17 (+6 eff.) Disease- +20% Disarm- +20% Confus- +25% ---------- misc Light +3 See.Stealth +5 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | iron pickaxe 'Delidin' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Wil +3 Cun +1 Con dps ---------- Dmg.mod +9% arcane ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Bethemina'0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Cun +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind +3% blight Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) Confus- +26% Rings can have magical properties. |
| On fingers | savior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +15 (+5 eff.) Confus- +25% Rings can have magical properties. |
| Around waist | monstrous hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +11 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 4/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | iron gauntlets 'Flameorder' (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +1 Str +6 Dex dps ---------- Crit.mult +6.00% Dmg.mod +9% fire Acc +17 (+4 eff.) ----- def ----- Armour +1 Resists +3% fire Phys.save +3 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cured leather armour 'Xanuda' (2 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% arcane +15% lightning Spell.save +14 (+5 eff.) Mind.save +18 (+6 eff.) Heal/summ +10 A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Scorpionripper0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +9 Dex +6 Wil +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +25% nature ----- def ----- Fatigue -5% Resists +15% darkness +9% nature +12% light HP.reg +0.50 Blind- +23% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Inventory
movement infusion of the wizard (330% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 330% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Armodin0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +23% lightning +6% mind +3% light HP.reg +0.40 Disarm- +10% Stun/Frz- +44% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Anetodradur the Shimmertide (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 lightning While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 30% chance to daze at end of turn ----- def ----- Resists +6% blight +6% cold Spell.save +6 (+2 eff.) Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
gifted thorny mindstar of clarity (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 95% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
spellcowled cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Wil dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Spell.save +6 (+2 eff.) Max.HP +49.00 ---------- misc Max.mana +48.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of lightning (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Serpentmarrow the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% acid +12% fire +10% mind +6% nature Res.pen +5% temporal Melee Ret 12 temporal ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +18% fire +10% mind A pointy cloth hat, very wizardly... |
shielding linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Xudheda the Puscast (2 def, 8 armour)14.0 T2 heavy armor [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Crit.mult +9.00% On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Phys.save +9 (+3 eff.) HP.reg +3.80 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
steel shield of fire resistance (+18%) (6 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +18% fire ---------- misc Talents +2 Block Handheld deflection devices. |
Daimulin the quiver of ash arrows (18/18, 126% power, 12 apr)3.0 T2 arrow ammo [Rare] Psionic Power 127% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +12 Crit +1.5% Capacity 18 Ranged+ +40 mind +14 darkness On Hit: * 20% chance to torment the target While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Oakvalor the quiver of yew arrows (18/19, 136% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 137% Range: 1.4x Uses 70% Dex, 50% Str Dmg Nature Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +14 bleed +20 nature On Hit.r1 +16 nature On Crit.r2 +4 nature On Hit: * 40 arcane resource burn On Crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Arrows are used with bows to pierce your foes to death. |
2 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. |
138 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. |
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. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +11% ---------- 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
deadly pouch of steel shots of erosion (24/24, 134% power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 24 Ranged+ +7 nature +6 temporal Shots are used with slings to pummel your foes to death. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
4 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By HalfCasual the Skeleton Archer level 20
34th Haze 122nd year of Ascendancy at 19:55 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By HalfCasual the Skeleton Archer level 20
14th Haze 122nd year of Ascendancy at 21:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By HalfCasual the Skeleton Archer level 10
8th Flare 122nd year of Ascendancy at 10:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By HalfCasual the Skeleton Archer level 20
13rd Haze 122nd year of Ascendancy at 02:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By HalfCasual the Skeleton Archer level 19
11st Haze 122nd year of Ascendancy at 16:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By HalfCasual the Skeleton Archer level 12
8th Dusk 122nd year of Ascendancy at 07:08 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By HalfCasual the Skeleton Archer level 12
9th Dusk 122nd year of Ascendancy at 20:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By HalfCasual the Skeleton Archer level 17
78th Dusk 122nd year of Ascendancy at 06:54 see stats
Log
Bee swarm speeds up.
HalfCasual has finished recovering.
HalfCasual's Steady Shot hits Bee swarm for 285 physical damage.
HalfCasual's Steady Shot killed Bee swarm!
Snow giant casts Mind Disruption.
HalfCasual resists!
Numbing Poison from HalfCasual hits Cold drake for 18 nature damage.
Numbing Poison from HalfCasual hits Adera the xorn for 17 nature damage.
Numbing Poison from HalfCasual hits Multi-hued drake hatchling for 18 nature damage.
HalfCasual shoots!
Cold drake hits HalfCasual for 31 physical damage.
HalfCasual the level 21 skeleton archer was bled to death by a cold drake on level 1 of Daikara.
You have 1 life(s) left.
HalfCasual deactivates Aim.
HalfCasual is free to breathe.
HalfCasual deactivates Venomous Ammunition.
The illusion covering HalfCasual disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Cold drake killed HalfCasual!
Talent Healing Light is ready to use.
Talent Volley is ready to use.
Talent Rune: Shielding is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Steady Shot is ready to use.
Saving done.





























































































