











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Select your Escorts 1.6.0Allows 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 1.7.4Official 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:
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.
Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Adventurer |
Level / Exp | 12 / 96% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 305 (base 37) |
Dexterity | 93 (base 37) |
Constitution | 267 (base 37) |
Magic | 94 (base 37) |
Willpower | 39 (base 37) |
Cunning | 93 (base 37) |
Resources
Mana | 156/161 |
Life | 1292/1296 |
Positive | 33/33 |
Stamina | 113/116 |
Steam | 100/100 |
Healing Factor | 2.5 |
Regeneration | 285.42623063616 |
Speed
Mental | +107.621670112% |
Attack | 0% |
Movement | 0% |
Spell | +107.621670112% |
Global | +100% |
Vision
Sight | 10 |
Lite | 48 |
Infravision | 37 |
See Stealth | 211.79749834053 |
See Invisible | 211.79749834053 |
Offense: Mainhand
Damage | 633 |
Accuracy | 116 |
Crit Chance | 328% |
APR | 118 |
Speed | 0.48 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 158 |
Crit Chance | 100% |
Speed | 0.48164529235343 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +120% |
Acid | +6% |
Fire | +120% |
Physical | +11% |
Mind | +6% |
Nature | +6% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 704.23033395612 (100%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 22 |
Physical Save | 189 |
Spell Save | 126 |
Mental Save | 40 |
Defense: Resistances
Acid | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +143%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 97% |
Pinning Resistance | 98% |
Knockback Resistance | 97% |
Instadeath Resistance | 100% |
Blind Resistance | 99% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Crusader | 25.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Combat | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 25.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 25.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Magical combat | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Sunlight | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Battle tactics | 25.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Radiance | 25.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 25.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 25.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Halfling | 25.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 25.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Blacksmith | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Physics | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 25.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 25.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 25.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 25.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Chant of Fortress |
talent | Weapon of Wrath |
talent | Shield Wall |
talent | Weapon of Light |
talent | Shock Hands |
talent | Arcane Combat |
talent | Arcane Feed |
talent | Fiery Hands |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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 |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +6 Cun / +2 Con Changes resistances: +3% light Maximum encumbrance: +22 Physical save: +10 (+1 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +6% mind Critical mult.: +5.00% Mental save: +8 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% 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. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature / +6% acid Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +6 Con Life regen: +1.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +3% darkness Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +2 Wil Changes resistances: +3% mind / +3% acid Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +14 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 1 power out of 20/20) : Effective talent level: 2.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 205 damage Damage (Melee): +5 light Damage against: +6% Undead One-handed war axes. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A hat made of leather. Very stylish. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 10 power out of 390/400. 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kivan the Halfling Adventurer level 10
77th Pyre 122nd year of Ascendancy at 05:24 see stats
By Kivan the Halfling Adventurer level 11
78th Pyre 122nd year of Ascendancy at 01:01 see stats
By Kivan the Halfling Adventurer level 2
74th Pyre 122nd year of Ascendancy at 20:48 see stats
By Kivan the Halfling Adventurer level 11
78th Pyre 122nd year of Ascendancy at 01:08 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Kivan deactivates Shield of Light.
Kivan activates Shield of Light.
Kivan deactivates Fiery Hands.
Kivan activates Fiery Hands.
Kivan deactivates Shadow Combat.
Kivan activates Shadow Combat.
Kivan deactivates Chant of Fortress.
Kivan activates Chant of Fortress.
Kivan deactivates Weapon of Wrath.
Kivan activates Weapon of Wrath.
Kivan deactivates Shield Wall.
Kivan activates Shield Wall.
Kivan deactivates Shadow Feed.
Kivan activates Shadow Feed.
Kivan deactivates Shock Hands.
Kivan activates Shock Hands.
Kivan deactivates Arcane Feed.
Kivan activates Arcane Feed.
Kivan deactivates Weapon of Light.
Kivan activates Weapon of Light.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 1 turns.
Space around you starts to dissolve...
Resting starts...
Rested for 1 turns.
Resting starts...
Rested for 1 turns.