Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.5.9Official 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 | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 25 / 6% |
Size | medium |
Lifes / Deaths | Killed by Layegatha the snow giant thunderer at level 22 on the 20th Haze 122nd year of Ascendancy at 08:21 5 / 1 |
Primary Stats
Strength | 26 (base 11) |
Dexterity | 82 (base 48) |
Constitution | 31 (base 10) |
Magic | 22 (base 10) |
Willpower | 18 (base 10) |
Cunning | 73 (base 55) |
Resources
Life | 592/592 |
Stamina | 172/172 |
Healing Factor | 1.1567164179105 |
Regeneration | 1.214552238806 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 9 |
See Stealth | 43.954687854192 |
See Invisible | 46.954687854192 |
Stealth | 58.773274152977 |
Offense: Mainhand
Damage | 88 |
Accuracy | 67 |
Crit Chance | 31% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 67 |
Crit Chance | 33% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Lightning | +3% |
Physical | +12% |
Cold | +15% |
Blight | +6% |
Arcane | +17% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 19 (78.376569037657%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 14 |
Mental Save | 33 |
Defense: Resistances
Nature | + 35%( 70%) |
Lightning | + 9%( 70%) |
Cold | + 23%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 10%( 70%) |
Physical | + 28%( 70%) |
Mind | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 31% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
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 181 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Leeching Poison |
talent | Insidious Poison |
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 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+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 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. * You've found the needed black mamba head. | 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 within | active |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Salildakira (0 def, 3 armour) Salildakira (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 blight / 7 physical Changes stats: +7 Str / +3 Con Changes resistances: +5% lightning / +8% temporal / +6% mind Changes damage: +3% mind / +3% blight Physical save: +7 (+3 eff.) Mental save: +8 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 67.9 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | Radhyrain (0 def, 12 armour) Radhyrain (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Armour Hardiness: +8% Changes stats: +12 Con / +10 Mag Changes resistances: +9% physical Changes resistances penetration: +5% mind Changes damage: +17% arcane When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). Damage (Melee): +24 arcane / +8 mind Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +23 arcane / +4 temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Belybeth the dwarven-steel pickaxe (dig speed 24 turns) Belybeth the dwarven-steel pickaxe (dig speed 24 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +22% nature / +6% blight Changes damage: +12% nature / +3% blight Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Breezecrack' steel ring 'Breezecrack'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 28 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 25 light Damage when hit (Melee): 4 mind / 8 nature Changes stats: +2 Mag / +4 Wil / +8 Cun Changes resistances penetration: +10% mind Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
On fingers | gold ring of clarity gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +8 (+4 eff.) Confusion immunity: +31% Rings can have magical properties. |
Around neck | copper amulet 'Unrohir' copper amulet 'Unrohir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +6 Con / +3 Wil Life regen: +0.80 Stamina each turn: +0.40 Only die when reaching: -80.00 life Amulets can have magical properties. |
In main hand | Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | Galeblur the rough leather belt Galeblur the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Dex / +1 Wil / +4 Cun Changes damage: +3% lightning Maximum life: +32.00 See invisible: +3 A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon 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. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Betynn the Offalweeper (0 def, 0 armour) Betynn the Offalweeper (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +2 Str / +4 Dex Changes resistances: +16% physical Changes resistances penetration: +25% nature Changes damage: +12% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (571% speed; 5 turns) movement infusion of the sneak (571% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Gineg GinegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +13% lightning / +3% acid Changes resistances penetration: +20% arcane Changes damage: +6% arcane Stun/Freeze immunity: +26% Amulets can have magical properties. |
Beturalle BeturalleCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Changes stats: +5 Cun / +5 Dex Changes resistances: +12% temporal Physical save: +42 (+19 eff.) Spell save: +20 (+13 eff.) Rings can have magical properties. |
steel ring 'Amedar' steel ring 'Amedar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +5 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +5% arcane Changes damage: +5% all Spellpower: +9 (+4 eff.) Mindpower: +9 (+5 eff.) Rings can have magical properties. |
Shocktyphoon ShocktyphoonInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +12% lightning Changes resistances penetration: +5% lightning / +20% darkness Changes damage: +6% lightning Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
linen robe of lightning (+16%) (0 def, 0 armour) linen robe of lightning (+16%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Wretchsweep' (2 def, 1 armour) pair of rough leather boots 'Wretchsweep' (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes resistances penetration: +10% acid Changes damage: +9% nature A pair of boots made of leather. |
Dourhacker (0 def, 3 armour) Dourhacker (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +4 Cun / +1 Wil Changes resistances: +6% cold Allows you to breathe in: water Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+9 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +16% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
118 alchemist agate 118 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
forceful yew totem of thorny skin [power 40] (20 cooldown) forceful yew totem of thorny skin [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Logu the Cornac Rogue level 17
72nd Dusk 122nd year of Ascendancy at 03:22 see stats
By Logu the Cornac Rogue level 25
26th Haze 122nd year of Ascendancy at 00:37 see stats
By Logu the Cornac Rogue level 24
25th Haze 122nd year of Ascendancy at 00:56 see stats
By Logu the Cornac Rogue level 21
15th Haze 122nd year of Ascendancy at 17:51 see stats
By Logu the Cornac Rogue level 10
37th Dusk 122nd year of Ascendancy at 21:07 see stats
By Logu the Cornac Rogue level 20
11st Haze 122nd year of Ascendancy at 10:08 see stats
By Logu the Cornac Rogue level 23
24th Haze 122nd year of Ascendancy at 01:02 see stats
By Logu the Cornac Rogue level 9
23rd Dusk 122nd year of Ascendancy at 19:24 see stats
By Logu the Cornac Rogue level 10
42nd Dusk 122nd year of Ascendancy at 20:11 see stats
By Logu the Cornac Rogue level 24
24th Haze 122nd year of Ascendancy at 09:56 see stats
By Logu the Cornac Rogue level 15
62nd Dusk 122nd year of Ascendancy at 09:15 see stats
Log
Today is the 36th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Ran for 7 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
There is a A mysterious hole in the beach here (press '' or right click to use).
Today is the 37th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 38th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Ran for 4 turns (stop reason: terrain changed ahead).
Today is the 39th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Ran for 2 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Ran for 2 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Ziguranth patrol briefly catches sight of you!
Ran for 2 turns (stop reason: dialog is displayed).
Today is the 40th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
There is a A mysterious hole in the beach here (press '' or right click to use).
Logu deactivates Stealth.
Logu deactivates Trained Reactions.
Logu deactivates Apply Poison.
Logu deactivates Leeching Poison.
Logu deactivates Insidious Poison.