










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Item Description 1.7.4This 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Select your Escorts 1.7.0Allows 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. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Arcane Blade |
| Level / Exp | 22 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Islethra the orc grand master assassin at level 14 on the 21st Dusk 122nd year of Ascendancy at 18:43 2 / 3Killed by Cyrygathra the elven warrior at level 15 on the 30th Dusk 122nd year of Ascendancy at 02:33 Killed by Xitira the giant army ant at level 22 on the 62nd Dusk 122nd year of Ascendancy at 01:13 |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 23 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 75 (base 51) |
| Willpower | 13 (base 10) |
| Cunning | 59 (base 41) |
Resources
| Life | 837/837 |
| Mana | 262/262 |
| Stamina | 204/204 |
| Healing Factor | 1.2624687383468 |
| Regeneration | 12.940304568054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +51% |
| Physical | +6% |
| Fire | +9% |
| Arcane | +18% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 33.5 (43.579428603723%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 5 |
| Physical Save | 30 |
| Spell Save | 30 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 27%( 73%) |
| Physical | + 5%( 73%) |
| Fire | + 9%( 73%) |
| Cold | + 9%( 73%) |
| Arcane | + 17%( 73%) |
| Mind | + 24%( 73%) |
| All | + 3%( 73%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 80% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 222 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 101 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. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (31 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 95 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. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 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 failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 within4 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 | Stormfury the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +3% fire Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Leleharaleg'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +5% arcane Crit.chn- 15.00% Max.HP +42.00 Disease- +10% ---------- misc Light +3 See.Invis +12 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. |
| On head | Ashwyrd the elven-silk wizard hat (3 def, 10 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +3 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +11% arcane +16% mind Melee Ret 8 fire ----- def ----- Armour +10 Defense +3 (+2 eff.) Resists +16% mind Phys.save +9 (+5 eff.) Die.at -20.00 life ---------- misc Stam/turn +2.00 Mana/turn +0.22 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | heroic iron gauntlets of spellstriking (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +5 Fatigue +1% Resists +4% arcane Mind.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Olihor' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +2% physical Die.at -60.00 life ---------- misc Equi/ret +0.08 Max.stam +20.00 Max.hate +2.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) Max.HP +49.00 HP.reg +6.00 Heal.mod +11% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| On fingers | Cloudmaster the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil +3 Cun +6 Con dps ---------- Mov.spd +11% Dmg.mod +6% lightning +6% fire Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
| Around neck | protective copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Armour +4 Defense +5 (+3 eff.) Res.Cap +3% all Phys.save +10 (+5 eff.) ---------- misc Mana/turn +0.16 Max.mana +21.00 Amulets make your neck look great! |
| In main hand | magewarrior's short ash magestaff of illumination (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego+] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +5 (+1 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 82.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 off hand | Konariredin (104% power, 7 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit.r1 +4 arcane On Crit.r2 +12 arcane On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +14 (+5 eff.) ----- def ----- Armour +2 Defense +5 (+3 eff.) Disease- +12% Disarm- +21% Sharp, short and deadly. |
| Cloak | Mardohor the Chargegore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Horig the Lightningcrypt (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning +6% mind Crit.chn- 5.00% HP.reg +4.00 Teleport- +20% A suit of armour made of mail. |
Inventory
ethereal ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% temporal Phasing +14% ----- def ----- Defense +12 (+6 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eremybar the Bogwhisper (6 def, 4 armour)9.0 T2 light armor [Rare] Disrupt While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce armor by 37% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +12% nature +3% acid ---------- misc Equi/ret +0.04 A suit of armour made of leather. |
enlightening steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +12 (+6 eff.) Max.HP +29.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of metal plates. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Erelihir the Frozenscar (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Con dps ---------- Dmg.mod +12% acid Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +12% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
270 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
yew wand of shielding 'Yveralle' [power 260] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Str +1 Con dps ---------- Apr +5 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 45. 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Anerath the Ghoul Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 02:48 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Anerath the Ghoul Arcane Blade level 19
52nd Dusk 122nd year of Ascendancy at 11:01 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Anerath the Ghoul Arcane Blade level 21
61st Dusk 122nd year of Ascendancy at 05:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Anerath the Ghoul Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 02:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Anerath the Ghoul Arcane Blade level 20
54th Dusk 122nd year of Ascendancy at 15:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Anerath the Ghoul Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 00:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Anerath the Ghoul Arcane Blade level 9
1st Summertide 122nd year of Ascendancy at 03:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Anerath the Ghoul Arcane Blade level 10
6th Dusk 122nd year of Ascendancy at 20:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Anerath the Ghoul Arcane Blade level 16
31st Dusk 122nd year of Ascendancy at 04:32 see stats
Log
Xitira the giant army ant's maelstrom hits Anerath for 23 physical damage.
Xitira the giant army ant uses Mind Sear.
Xitira the giant army ant hits Anerath for 230 mind damage.
Xitira the giant army ant's Mind Storm hits Anerath for 53 mind damage.
Xitira the giant army ant's Mind Storm hits Anerath for 53 mind damage.
Anerath uses Retch.
Anerath VOMITS on the ground!
Xitira the giant army ant's maelstrom pulls Anerath in!
Anerath speeds up in the retch.
Xitira the giant army ant's maelstrom hits Anerath for 23 physical damage.
Anerath receives 45 healing from Anerath's purging blight area effect.
Xitira the giant army ant uses Distortion Bolt.
Xitira the giant army ant's Mind Storm hits Anerath for 53 mind damage.
Xitira the giant army ant's Distortion Bolt hits Anerath for 157 physical damage.
Talent Lightning is ready to use.
Xitira the giant army ant's maelstrom pulls Anerath in!
Xitira the giant army ant's maelstrom hits Anerath for 23 physical damage.
Anerath receives 23 healing from Anerath's purging blight area effect.
Xitira the giant army ant uses Mind Sear.
Xitira the giant army ant's mind surges with critical power!
Xitira the giant army ant hits Anerath for 318 mind damage.
Anerath the level 22 ghoul arcane blade was mentally tortured to death by Xitira the giant army ant on level 4 of Old Forest.
The furious lightning storm around Anerath calms down and disappears.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Xitira the giant army ant killed Anerath!
Saving game...
Saving done.





















































































