











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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. Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Plot Disarming 1.7.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. 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 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. Showing Items Tier in Inventory 1.7.2This 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 | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 18 / 65% |
| Size | small |
| Lifes / Deaths | Killed by aether beam at level 11 on the 4th Flare 122nd year of Ascendancy at 18:08 0 / 7Killed by orc corruptor at level 17 on the 40th Dusk 122nd year of Ascendancy at 07:50 Killed by bloated horror at level 17 on the 50th Dusk 122nd year of Ascendancy at 01:11 Killed by bloated horror at level 17 on the 50th Dusk 122nd year of Ascendancy at 03:42 Killed by worm that walks at level 18 on the 65th Dusk 122nd year of Ascendancy at 16:18 Killed by worm that walks at level 18 on the 66th Dusk 122nd year of Ascendancy at 07:27 Killed by Belylaith the war bear at level 18 on the 66th Dusk 122nd year of Ascendancy at 23:53 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 46) |
| Dexterity | 15 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 45 (base 33) |
| Cunning | 21 (base 10) |
Resources
| Life | -208/515 |
| Stamina | 199/248 |
| Equilibrium | 181 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 52 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Mind | +12% |
| Nature | +12% |
| Physical | +6% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Acid | +5% |
| Light | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 60.723073231957 (96.438666929426%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 41 |
| Physical Save | 36 |
| Spell Save | 26 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 10%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 31% |
| Stun Resistance | 0% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 |
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: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Rhiyathad' (0 def, 8 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +5% acid ----- def ----- Armour +8 Fatigue +2% Resists +3% darkness ---------- misc Infravis +2 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 'Emoselle'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Apr +1 ----- def ----- Armour +2 Die.at -40.00 life ---------- misc Stam/turn +3.00 Max.stam +10.00 Light +5 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 | Tempestraven (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Bileidol' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold +12% nature +6% mind Res.pen +5% mind Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +2 Resists +6% cold Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+4 eff.) Rings make your fingers look great! |
| Around neck | Hirebar the Gloomire0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +3% darkness +10% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
| In main hand | slime-covered dwarven-steel longsword of massacre (138% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Disrupt/Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 50% Sharp, long, and deadly. |
| Around waist | Crackletyphoon1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning +10% light Melee Ret 2 light 2 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +8 (+4 eff.) Stealth +6 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Aduwe (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of acid resistance (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +16% acid A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 131; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Dagedohir the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Melee+ 10 physical Ranged+ 7 physical Melee Ret 4 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Resists +3% lightning +12% temporal +12% acid ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
rogue's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% blight ----- def ----- Defense +4 (+2 eff.) Resists +11% blight Rings make your fingers look great! |
savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
arcing steel mace of massacre (118% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
iron mace of massacre (119% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Chamaneg the Sootjustice (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +11% lightning +5% physical +9% cold Melee Ret 6 fire ----- def ----- Resists +7% lightning +15% darkness +9% blight +19% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amoruiblek the Forestquencher (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil +4 Cun +4 Con dps ---------- Res.pen +25% fire Melee Ret 4 nature ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire ---------- misc See.Invis +6 A suit of armour made of mail. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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 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. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Fredrip the Halfling Bulwark level 17
40th Dusk 122nd year of Ascendancy at 10:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fredrip the Halfling Bulwark level 12
8th Dusk 122nd year of Ascendancy at 17:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fredrip the Halfling Bulwark level 10
7th Mirth 122nd year of Ascendancy at 06:23 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Fredrip the Halfling Bulwark level 16
29th Dusk 122nd year of Ascendancy at 13:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Fredrip the Halfling Bulwark level 9
4th Mirth 122nd year of Ascendancy at 03:11 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fredrip the Halfling Bulwark level 14
24th Dusk 122nd year of Ascendancy at 12:46 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fredrip the Halfling Bulwark level 17
34th Dusk 122nd year of Ascendancy at 17:02 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Fredrip the Halfling Bulwark level 18
66th Dusk 122nd year of Ascendancy at 07:27 see stats
Log
Fredrip uses Block.
Melee retaliation hits Belylaith the war bear for 1 light, 1 lightning (2 total damage).
Belylaith the war bear hits Fredrip for (25 blocked), 0 physical, (5 blocked), 0 nature (0 total damage).
Talent Shield Pummel is ready to use.
Talent Repulsion is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rush is ready to use.
Fredrip deactivates Last Stand.
Fredrip uses Infusion: Movement.
Fredrip is moving at extreme speed!
Fredrip uses Infusion: Regeneration.
Fredrip starts regenerating health quickly.
Fredrip slows down.
Belylaith the war bear is less vulnerable.
Belylaith the war bear speeds up.
Belylaith the war bear uses Block.
Fredrip is no longer attuned.
Fredrip attunes to the damage.
Shards of metal explode from Belylaith the war bear's shield!
Fredrip starts to bleed.
Melee retaliation hits Belylaith the war bear for (1 blocked), 0 light, (1 blocked), 0 lightning (0 total damage).
Belylaith the war bear hits Fredrip for 8 physical, 6 nature, 34 physical (48 total damage).
Fredrip is not stunned anymore.
Bleeding from Belylaith the war bear hits Fredrip for 34 physical damage.
Belylaith the war bear uses Shattering Shout.
Fredrip tries to evade attacks.
Belylaith the war bear hits Fredrip for 218 physical damage.
Fredrip the level 18 halfling bulwark was splattered to death by Belylaith the war bear on level 4 of Old Forest.





































































