










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Better Item Description 1.5.5This 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 19 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Wicre the halfling at level 12 on the 38th Dusk 122nd year of Ascendancy at 00:52 0 / 6Killed by Wicre the halfling at level 12 on the 38th Dusk 122nd year of Ascendancy at 02:42 Killed by Assassin Lord at level 13 on the 62nd Dusk 122nd year of Ascendancy at 08:34 Killed by Minotaur of the Labyrinth at level 15 on the 19th Haze 122nd year of Ascendancy at 19:25 Killed by beam trap at level 19 on the 12nd Regrowth 123rd year of Ascendancy at 22:32 Killed by Rantha the Worm at level 19 on the 14th Regrowth 123rd year of Ascendancy at 08:51 |
Primary Stats
| Strength | 50 (base 47) |
| Dexterity | 21 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 43 (base 39) |
| Willpower | 15 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -41/519 |
| Positive | 33/54 |
| Stamina | 163/178 |
| Healing Factor | 1.2863874345549 |
| Regeneration | 0.32159685863873 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 24 |
| Crit Chance | 38% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +32% |
| Nature | +10% |
| Darkness | +19% |
| Physical | +10% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +8% |
Defense: Base
| Armour (hardiness) | 41.268591263751 (89.859154929577%) |
| Defense | 20 |
| Ranged Defense | 21 |
| Fatigue | 24 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 3%( 72%) |
| Light | + 66%( 72%) |
| Nature | + 20%( 72%) |
| Darkness | + 23%( 72%) |
| Mind | + 9%( 72%) |
| Fire | + 17%( 72%) |
| All | 0%( 72%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 400% 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 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 190 damage for 4 turns. Its effects scale with your Magic 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 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Righteous Strength |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | Increase light and physical damage by 10%. Righteous Strength |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | 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 repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)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 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 |
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 has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)3.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Wil +2 Cun dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.4 Physical damage. If the attack hits, the target is confused (33% 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. |
| Tool | Yvariawe the elm wand of conjuration [power 91] (2/9 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid Spell.save +3 (+2 eff.) Fire a bolt of a random element with (base) damage 46 to 91 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Cun +3 Con dps ---------- Phys.crit +1.0% Melee+ 5 bleed Ranged+ 9 bleed Dmg.mod +12% light Res.pen +5% blight On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Armour +4 Resists +24% light Spell.save +12 (+6 eff.) Heal.mod +10% ---------- misc Hate/m.crit +2.00 Max.stam +12.00 Max.hate +5.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | marksman's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% nature Acc +8 (+4 eff.) ----- def ----- Resists +20% nature Rings can have magical properties. |
| Around waist | Layoth1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Mag +8 Cun +8 Con dps ---------- Phys.crit +7.0% Mind.crit +7% ----- def ----- Fatigue -4% A belt that goes around your waist. |
| In main hand | Eclipsevice (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 darkness On Hit: * 40% chance to inflict 15% damage reduction On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +12% darkness +12% acid Massive two-handed mauls. |
| On hands | steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | prismatic dwarven-steel plate armour of fire resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +17% fire +12% light +12% darkness A suit of armour made of metal plates. |
| Cloak | Armimnir the Brightvengeance (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +7% darkness +21% fire Res.pen +8% darkness Melee Ret 8 mind 16 fire ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +9% mind Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Res.Cap +2% all Phys.save +7 (+3 eff.) Amulets can have magical properties. |
Inventory
wild infusion of the sneak (resist 12%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune (48 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 48.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 7; power 19; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 169 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
warrior's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
marksman's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+3 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. |
marksman's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% acid Acc +6 (+3 eff.) ----- def ----- Resists +24% acid Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
arcing iron battleaxe of massacre (22.5-33.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
arcing steel battleaxe of massacre (31-46.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
manaburning steel dagger (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn Sharp, short and deadly. |
Daimerelahell the Glintreaper (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% nature On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% lightning +5% all Poison- +5% Cut- +20% Knockbk- +5% Massive two-handed mauls. |
arcing steel greatsword of massacre (29.5-47.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 29.5 - 47.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
iron greatsword (18.5-29.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of vileness (16.5-26.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to disease Massive two-handed swords. |
iron mace (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
flaming coral trident of erosion (13.5-21.6 power, 6 apr)3.0 T1 trident 2H weapon [Ego] Arcane/Nature Power 13.5 - 21.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +9 nature +9 temporal On Hit.r1 +9 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Mind.save +5 (+3 eff.) Stealth +5 A belt that goes around your waist. |
Zubarin the Fogoath (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +8 (+4 eff.) Melee Ret 8 darkness 8 physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold HP.reg +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots (0 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
Hanatokath (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +4% Dmg.mod +9% blight +6% arcane ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +18% lightning Max.HP +113.00 HP.reg +2.30 Heal.mod +17% ---------- misc Max.mana +40.00 A suit of armour made of mail. |
spiked iron plate armour of acid resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% acid A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 9-10.8 power, 20.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
60 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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 cure ailments [power 1] (2/9 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ekkal the Shalore Sun Paladin level 12
21st Dusk 122nd year of Ascendancy at 07:30 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Ekkal the Shalore Sun Paladin level 19
13rd Regrowth 123rd year of Ascendancy at 06:09 see stats
Exterminator
Killed 1000 creatures.By Ekkal the Shalore Sun Paladin level 17
4th Allure 123rd year of Ascendancy at 23:55 see stats
Level 10
Got a character to level 10.By Ekkal the Shalore Sun Paladin level 10
3rd Dusk 122nd year of Ascendancy at 11:46 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Ekkal the Shalore Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 19:13 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ekkal the Shalore Sun Paladin level 13
62nd Dusk 122nd year of Ascendancy at 12:06 see stats
The Arena
Unlocked Arena mode.By Ekkal the Shalore Sun Paladin level 11
12nd Dusk 122nd year of Ascendancy at 20:26 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Ekkal the Shalore Sun Paladin level 17
9th Regrowth 123rd year of Ascendancy at 01:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ekkal the Shalore Sun Paladin level 19
11st Regrowth 123rd year of Ascendancy at 17:59 see stats
Log
Ekkal resists the mind attack!
Ekkal hits Iceblock for 16 physical, 20 arcane, 1 physical, 15 light, 6 physical, 20 fire, 4 mind (80 total damage).
Talent Stunning Blow is ready to use.
Talent Healing Light is ready to use.
Rantha the Worm resists the mind attack!
Rantha the Worm hits Ekkal for (52 absorbed), 0 physical (0 total damage).
Ekkal hits Iceblock for 6 physical, 20 fire, 4 mind (29 total damage).
Ekkal shines with light!
Ekkal performs a melee critical strike against Ekkal!
Ekkal shrugs off the critical damage!
Ekkal resists the mind attack!
Ekkal shrugs off the effect 'Cripple'!
Ekkal hits Iceblock for 17 physical, 20 arcane, 1 physical, 16 light, 7 physical, 20 fire, 4 mind (84 total damage).
Talent Mark of Light is ready to use.
Rantha the Worm stops regenerating health quickly.
Rantha the Worm uses Ice Claw.
Your shield crumbles under the damage!
The shield around Ekkal crumbles.
Rantha the Worm resists the mind attack!
Rantha the Worm hits Ekkal for (69 absorbed), (22 to ice), 33 cold (33 total damage).
Ekkal hits Iceblock for 7 physical, 20 fire, 4 mind (30 total damage).
Ekkal forces the iceblock to shatter.
Ekkal resists the mind attack!
Ekkal is free from the ice.
Ekkal hits Iceblock for 14 physical, 20 arcane, 1 physical, 7 physical, 20 fire, 4 mind (64 total damage).
Talent Suncloak is ready to use.
Rantha the Worm uses Knockback.
Saving game...


























































































