Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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. Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Possessor Bonus Class 1.5.3Donators/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. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 28 / 90% |
| Size | big |
| Lifes / Deaths | Killed by Rita at level 25 on the 10th Haze 122nd year of Ascendancy at 22:42 3 / 4Killed by Liselebeth the skeleton assassin at level 27 on the 26th Haze 122nd year of Ascendancy at 19:22 Killed by ritch flamespitter at level 28 on the 35th Haze 122nd year of Ascendancy at 18:52 Killed by Rita at level 28 on the 35th Haze 122nd year of Ascendancy at 19:31 |
Primary Stats
| Strength | 52 (base 47) |
| Dexterity | 12 (base 10) |
| Constitution | 13 (base 12) |
| Magic | 60 (base 58) |
| Willpower | 16 (base 10) |
| Cunning | 36 (base 16) |
Resources
| Life | 820/820 |
| Positive | 97/97 |
| Stamina | 260/260 |
| Healing Factor | 1.5445901639344 |
| Regeneration | 16.449885245902 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 45 |
| Crit Chance | 57% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 43 (30%) |
| Defense | 34 |
| Ranged Defense | 42 |
| Fatigue | 26 |
| Physical Save | 24 |
| Spell Save | 40 |
| Mental Save | 50 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 40% |
| Confusion Resistance | 10% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 570 damage for 7 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| 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 mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Retribution |
| talent | Weapon of Light |
| talent | Chant of Resistance |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blazeweeper (0 def, 1 armour) Blazeweeper (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning / +6% temporal / +3% light Changes damage: +12% light Light radius: +2 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather hat 'Emutta' (9 def, 3 armour) hardened leather hat 'Emutta' (9 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +11.0% Armour: +3 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +7 Lck / +6 Cun Critical mult.: +9.00% Physical save: +6 (+3 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -80.00 life Spell crit. chance: +4% Mental crit. chance: +4% A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Lavawire' (0 def, 2 armour) dwarven-steel gauntlets 'Lavawire' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+2 eff.) Life regen: +2.10 Stamina each turn: +1.30 Maximum stamina: +28.00 Mental crit. chance: +4% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm wand of clairvoyance 'Xeribeth' [power 9] (6 cooldown) elm wand of clairvoyance 'Xeribeth' [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Changes damage: +12% mind Stun/Freeze immunity: +15% Teleport immunity: +10% Only die when reaching: -80.00 life Maximum vim: +7.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Salamira the steel ring Salamira the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +7 Cun Changes resistances: +12% acid Mental save: +6 (+2 eff.) Stun/Freeze immunity: +10% Life regen: +0.60 Hate when firing a critical mind attack: +2.00 Maximum life: +44.00 Maximum hate: +7.00 Healing mod.: +14% It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | gold amulet 'Eilinegara' gold amulet 'Eilinegara'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Changes resistances: +37% lightning / +6% mind / +12% light Changes damage: +6% temporal Spell save: +9 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +35% Amulets can have magical properties. |
| In main hand | voratun waraxe 'Ivawen' (41-57.4 power, 6 apr) voratun waraxe 'Ivawen' (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing * cripple the target Damage (Melee): +8 lightning Damage against: +21% Undead / +21% Demon / +21% Horror When wielded/worn: Physical crit. chance: +24.0% Physical power: +11 (+3 eff.) Damage when hit (Melee): 16 blight Changes stats: +3 Wil Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Maximum vim: +10.00 Spell crit. chance: +2% One-handed war axes. |
| Around waist | Ravenbreaker the hardened leather belt Ravenbreaker the hardened leather belt |
| In off hand | shocking stralite shield of lightning resistance (+19%) (10 def, 2 armour, 44.5-53.4 power, 138 block) shocking stralite shield of lightning resistance (+19%) (10 def, 2 armour, 44.5-53.4 power, 138 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 On weapon hit: * 14% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 6 lightning Damage when hit (Melee): 12 lightning Changes resistances: +19% lightning Talent granted: +4 Block Handheld deflection devices. |
| Cloak | linen cloak 'Flashrage' (1 def, 2 armour) linen cloak 'Flashrage' (1 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Armour: +2 Defense: +1 (+1 eff.) Changes stats: +5 Str / +2 Dex / +2 Cun / +1 Con Changes resistances: +18% lightning / +2% physical Changes damage: +9% light Stun/Freeze immunity: +30% Stamina each turn: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightningkiss (18 def, 18 armour) Lightningkiss (18 def, 18 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+8 eff.) Fatigue: +8% Damage when hit (Melee): 8 lightning Changes stats: +5 Cun Changes resistances: +9% lightning / +9% mind / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +15% lightning Mental save: +37 (+12 eff.) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +6.90 Maximum life: +94.00 Healing mod.: +28% A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 120% / cooldown 92%) medical injector implant of the duelist (efficiency 120% / cooldown 92%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 92%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 118% / cooldown 60%) medical injector implant of the warrior (efficiency 118% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 60%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 452 over 5 turns) regeneration infusion of the sneak (heal 452 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 462 over 5 turns) regeneration infusion of the wizard (heal 462 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Magic 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. |
Blindpain BlindpainCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 20 light Changes stats: +4 Str / +6 Mag / +6 Con Talent masteries: +0.19 Celestial / Crusader +0.19 Celestial / Chants Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Xodavena the Naturestinger Xodavena the NaturestingerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +20% nature / +6% fire Changes damage: +6% nature Amulets can have magical properties. |
steel amulet 'Brenutoramnir' steel amulet 'Brenutoramnir'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Lck / +2 Cun Changes resistances: +11% mind / +5% arcane Physical save: +3 (+2 eff.) Confusion immunity: +25% Teleport immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Duvidar the Daysever Duvidar the DayseverPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +7 Wil / +5 Mag Changes damage: +3% temporal Mental save: +12 (+4 eff.) Confusion immunity: +22% Spellpower: +7 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
sneakthief's steel ring of darkness (+24%) sneakthief's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Sootwell the woollen robe (0 def, 0 armour) Sootwell the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +12 Str / +11 Mag / +10 Wil Changes resistances: +14% lightning / +6% darkness / +29% cold / +5% arcane / +6% fire Changes damage: +12% lightning / +13% physical / +25% cold Spell save: +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves 'Zubirin' (0 def, 3 armour) rough leather gloves 'Zubirin' (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +6 Con Changes resistances: +3% nature Changes damage: +4% arcane Physical save: +3 (+2 eff.) Knockback immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelovor (1 def, 0 armour) Erelovor (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Fatigue: -4% Changes stats: +2 Dex / +1 Cun / +5 Con Changes resistances: +11% temporal Changes damage: +11% temporal See invisible: +15 A pointy cloth hat, very wizardly... |
Eremusin the rough leather cap (0 def, 1 armour) Eremusin the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Changes stats: +3 Str / +2 Mag Changes resistances: +12% acid / +6% fire / +6% cold / +3% lightning See invisible: +3 A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
cashmere wizard hat 'Emeluldaba' (2 def, 0 armour) cashmere wizard hat 'Emeluldaba' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +0 Cun Changes resistances: +9% lightning / +8% temporal / +11% light / +9% fire / +8% nature / +9% acid / +10% blight / +10% cold / +8% darkness Changes resistances penetration: +15% arcane Critical mult.: +10.00% Mental save: +0 (+0 eff.) Mana each turn: +0.10 Mana when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of earthrunes (1 def, 1 armour) clarifying linen wizard hat of earthrunes (1 def, 1 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 (+1 eff.) Changes stats: +3 Cun / +1 Con Mental save: +7 (+3 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 74.17 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap 'Barkbane' (0 def, 1 armour) rough leather cap 'Barkbane' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +6% cold Changes damage: +6% nature Allows you to breathe in: water Equilibrium when hit: +0.12 Mental crit. chance: +6% A cap made of leather. |
11 agate 11 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. |
354 alchemist agate 354 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. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Growsin' brass lantern 'Growsin'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Str / +4 Mag / +2 Cun Changes resistances: +6% nature 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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 50% 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. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Obsidianpunish the elm wand of clairvoyance [power 9] (6 cooldown) Obsidianpunish the elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Cun / +4 Con Changes resistances penetration: +5% darkness Changes damage: +15% darkness Talent granted: +2 Void Blast Reduces incoming crit damage: 10.00% It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of firewall 'Vorelrada' [power 129] (6 cooldown) ash wand of firewall 'Vorelrada' [power 129] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 20 arcane / 8 blight Changes stats: +5 Cun Changes resistances penetration: +15% blight Talent granted: +3 Void Blast Vim when firing critical spell: +3.00 Infravision radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 171 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine 8 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. |
5 citrine 5 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. |
11 zircon 11 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rita the Cornac Sun Paladin level 25
66th Dusk 122nd year of Ascendancy at 18:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Rita the Cornac Sun Paladin level 23
51st Dusk 122nd year of Ascendancy at 14:56 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Rita the Cornac Sun Paladin level 25
66th Dusk 122nd year of Ascendancy at 18:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rita the Cornac Sun Paladin level 10
77th Pyre 122nd year of Ascendancy at 11:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Rita the Cornac Sun Paladin level 20
38th Dusk 122nd year of Ascendancy at 10:31 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Rita the Cornac Sun Paladin level 10
78th Pyre 122nd year of Ascendancy at 10:05 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Rita the Cornac Sun Paladin level 22
46th Dusk 122nd year of Ascendancy at 09:21 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Rita the Cornac Sun Paladin level 20
39th Dusk 122nd year of Ascendancy at 04:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rita the Cornac Sun Paladin level 10
1st Mirth 122nd year of Ascendancy at 07:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Rita the Cornac Sun Paladin level 15
12nd Dusk 122nd year of Ascendancy at 16:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Rita the Cornac Sun Paladin level 25
66th Dusk 122nd year of Ascendancy at 18:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rita the Cornac Sun Paladin level 17
22nd Dusk 122nd year of Ascendancy at 22:58 see stats
Log
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed Rita!
Resting starts...
Rested for 1 turns.
Rita activates Retribution.
Talent Shield Slam is ready to use.
Talent Healing Light is ready to use.
Talent Rune: Shielding is ready to use.
Talent Infusion: Wild is ready to use.
Talent Assault is ready to use.
Talent Infusion: Movement is ready to use.
Talent Infusion: Wild is ready to use.
Talent Shield of Light is ready to use.
Talent Weapon of Light is ready to use.
Rita activates Shield of Light.
Rita activates Weapon of Light.
Talent Chant of Resistance is ready to use.
Rita activates Chant of Resistance.
Talent Bathe in Light is ready to use.
Saving done.
Saving game...
