










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Wyrmic |
| Level / Exp | 19 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Nerylaith the yellow ooze at level 13 on the 12nd Dusk 122nd year of Ascendancy at 15:17 4 / 1 |
Primary Stats
| Strength | 43 (base 41) |
| Dexterity | 20 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 43 (base 40) |
| Cunning | 25 (base 17) |
Resources
| Life | 844/844 |
| Steam | 100/100 |
| Equilibrium | 30 |
| Psi | 133/133 |
| Healing Factor | 1.1370588855781 |
| Regeneration | 14.852719731339 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 37 |
| Crit Chance | 11% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Lightning | +15% |
| Light | +3% |
| Nature | +3% |
| Darkness | +9% |
| Arcane | +12% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 39.965128671379 (47.857809501309%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 17 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 2%( 70%) |
| Lightning | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Bleed Resistance | 30% |
| Confusion Resistance | 21% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 161 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Elemental Harmony |
| talent | Icy Skin |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Belada the giant yellow ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Carrionstoker the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% nature When Hit 2 nature On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Armor +1 Resistance +6% darkness Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
| Light source | Bethoreta the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: defense ------ Resistance +3% blight +2% physical Mind save +6 (+2 eff.) Unlife -40.00 life Life +49.00 Healmod +5% Cut Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Blastenvy' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Con offense ------ Damage +12% arcane Ignore resists +5% lightning When Hit 2 lightning defense ------ Armor +1 Fatigue +1% Resistance +6% cold Physical save +6 (+3 eff.) other ------- Breathe water A cap made of leather. |
| Tool | Shadowfear [power 260] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% darkness defense ------ Armor +6 Resistance +6% temporal Cut Resist +20% Knockbk Resist +10% Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Mayysenne0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +3% mind +3% acid Physical save +9 (+5 eff.) Mind save +6 (+2 eff.) Life +60.00 Life Regen +4.00 Confus Resist +21% Knockbk Resist +10% Rings make your fingers look great! |
| On fingers | Cyrebretta0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex +2 Mag +2 Cun +2 Con offense ------ Ignore Armor +2 defense ------ Resistance +2% physical Life Regen +3.00 Stun Resist +28% Rings make your fingers look great! |
| Around waist | rough leather belt 'Adamina'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +9% physical defense ------ Armor +4 Resistance +12% cold +2% physical Spell save +15 (+7 eff.) Life +60.00 other ------- Size +1 A belt that goes around your waist. |
| In main hand | Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| On hands | dwarven-steel gauntlets 'Silalewen' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Mindpower +10 (+3 eff.) Ignore resists +5% mind Accuracy +13 (+5 eff.) defense ------ Armor +2 Fatigue +3% Mind save +6 (+2 eff.) other ------- Psi when Hit +0.12 Hate-on-crit +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable steel mail armour (2 def, 16 armour) 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: offense ------ When Hit 10 physical defense ------ Armor +16 Defense +2 (+2 eff.) Fatigue +13% A suit of armour made of mail. |
| Cloak | Kindlewolf (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Mag +4 Con offense ------ Damage +3% light defense ------ Defense +1 (+1 eff.) Resistance +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Arcspire'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +13.00% Mindpower +15 (+5 eff.) Damage +3% lightning Accuracy +6 (+2 eff.) Ignore Armor +13 When Hit 6 lightning defense ------ Resistance +6% lightning Mind save +12 (+4 eff.) other ------- EQ when Hit +0.12 Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 539%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 529%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 179; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 179 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 206; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; magical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 21%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 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 nature talent. |
wild infusion of the warrior (res 25%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 19%; physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 4; phase 12; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Borirach the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Wil offense ------ On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Resistance +12% temporal other ------- Masteries +0.13 Wild-gift/Sand drake aspect Amulets make your neck look great! |
Kilnraze0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +3% physical Accuracy +4 (+2 eff.) When Hit 6 fire defense ------ Resistance +15% acid Pinning Resist +20% Rings make your fingers look great! |
arcing steel battleaxe (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Massive two-handed battleaxes. |
Shimmerstinger (11-14 power, 12 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% Ignore Shields +12% While equipped: Stats +2 Wil offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Resistance +15% lightning other ------- Mana-on-crit +2.00 Max mana +100.00 Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing steel dagger (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Sharp, short and deadly. |
arcing steel dagger of the mystic (10-13 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +6 (+5 eff.) Sharp, short and deadly. |
steel dagger 'Jetrigor' (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 light On-crit, radius 2 +19 fire While equipped: offense ------ Global Speed +3% Ignore resists +7% fire defense ------ Resistance +3% darkness +2% physical Crit Resistance 15.00% Life +80.00 Disease Resist +20% Sharp, short and deadly. |
slime-covered iron greatmaul (20-31 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Disrupt Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 9% chance to slow global speed by 57% Massive two-handed mauls. |
slime-covered iron greatmaul of massacre (28-43 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Disrupt/Master Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 57% Massive two-handed mauls. |
Tideweeper the dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 cold On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +12 (+4 eff.) defense ------ Resistance +3% blight Physical save +9 (+5 eff.) Disarm Resist +20% Confus Resist +20% Pinning Resist +20% Massive two-handed swords. |
flaming steel greatsword of massacre (34-55 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 fire Massive two-handed swords. |
Daykarma the mossy mindstar (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +4 fire On Hit: * 20% chance to reduce armor by 19% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Ignore resists +5% light +20% acid defense ------ Resistance +3% light other ------- Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling of lightning4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +8 lightning While equipped: offense ------ Damage +8% lightning Slings are used to hurl stones or metal shots at your foes. |
shimmering ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+5 eff.) Damage +15% darkness other ------- Mana/turn +0.16 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Samozilagrim the steel waraxe (12-16 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 acid On Critical: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Ignore resists +10% blight defense ------ Defense +25 (+16 eff.) One-handed war axes. |
Islirath the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +3% lightning +6% temporal Life +33.00 other ------- Psi when Hit +0.08 A belt that goes around your waist. |
Neritta the Noonwrest (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% light +3% nature Ignore resists +5% acid When Hit 2 light On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Defense +1 (+1 eff.) Resistance +6% light +3% acid Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +5% fire +6% cold A pair of boots made of leather. |
Olurig (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +15 (+5 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +4 Fatigue +3% Resistance +3% blight +3% temporal Spell save +10 (+5 eff.) Life +40.00 Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +5 (+1 eff.) Disarm Resist +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Blazestrike the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind +5% fire When Hit 8 fire defense ------ Armor +4 Fatigue +4% Resistance +15% lightning +5% cold +5% arcane +6% nature other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+12 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 61.89 to 185.66 lightning damage (123.77 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Dimwisp the quiver of ash arrows (21/21, 19-27 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 19.0 - 26.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 On-ranged-hit +20 darkness On-Hit, radius 1 +20 darkness On-crit, radius 2 +12 darkness On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
41 alchemist agate0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Sepsisquench2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str +2 Mag +1 Con offense ------ When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Crit Resistance 15.00% Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +6 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
Liseldabeth the Viperonslaught (14/14, 20-24 power, 5 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +10.0% Capacity 14 Projectile Speed +200% On-crit, radius 2 +8 nature On Hit: * 20% chance to slow global speed by 57% On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
Zubylle (17/17, 16-19 power, 3 apr)3.0 Encumbrance T1 shot ammo [Rare] Psionic Weapon Damage 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 17 Projectile Speed +200% On-ranged-hit +8 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
Eludheth the Oakransom [power 215] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag offense ------ On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +3% temporal +5% arcane +3% nature Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 234 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick ash totem of summon tentacle [power 140] (19 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 280 Base Damage: 164 Armor: 5 All Resist: 2 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of thorny skin [power 28] (20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By ayyo the Halfling Wyrmic level 9
2nd Summertide 122nd year of Ascendancy at 05:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By ayyo the Halfling Wyrmic level 10
6th Flare 122nd year of Ascendancy at 11:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By ayyo the Halfling Wyrmic level 11
1st Dusk 122nd year of Ascendancy at 02:40 see stats
Log
Ayyo is free to breathe.
Talent Conversion is ready to use.
You pickup 0.50 gold pieces.
You pickup 0.85 gold pieces.
Ayyo picks up (H.): Dimwisp the quiver of ash arrows (21/21, 19-27 power, 7 apr).
You pickup 0.90 gold pieces.
Ayyo picks up (p.): arcing steel dagger (12-15 power, 6 apr).
You pickup 0.70 gold pieces.
You pickup 0.95 gold pieces.
Ayyo is no longer evading attacks.
Talent Acidic Spray is ready to use.
You pickup 0.90 gold pieces.
Resting starts...
Talent Lightning Breath is ready to use.
Talent Corrosive Breath is ready to use.
Talent Ice Breath is ready to use.
ayyo gains 1% of a turn from Ancestral Life.
Rested for 96 turns (stop reason: all resources and life at maximum).
Ayyo wears (replacing Islirath the rough leather belt): rough leather belt 'Adamina'.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).











































































































