











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Timed PS & UF Salve Usage 1.5.10-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Better Item Description 1.5.10This 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 Auto Switch to Fungal Web 1.5.10If you have a fungal web equipped once, and you're not using thunder generade as your belt tinker or having charms on your belt, when you use any instant salves you'll also get the heal. You can actually throw the fungal web away after detaching, but this shouldn't be game changing. Simplified Prodigy Requirements 1.5.10The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Clock addon 1.0.0adds a timer, with energy calculations. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Reaver |
Level / Exp | 29 / 40% |
Size | medium |
Lifes / Deaths | Killed by master vampire at level 29 on the 38th Stralite 123rd year of Ascendancy at 17:24 5 / 2Killed by Inuni at level 29 on the 38th Stralite 123rd year of Ascendancy at 18:16 |
Primary Stats
Strength | 64 (base 58) |
Dexterity | 9 (base 11) |
Constitution | 18 (base 10) |
Magic | 60 (base 60) |
Willpower | 15 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 958/958 |
Mana | 297/297 |
Positive | 109/114 |
Vim | 167/167 |
Healing Factor | 1.533829787234 |
Regeneration | 13.727776595744 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 68 |
Accuracy | 40 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 40 |
Crit Chance | 10% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +24% |
Lightning | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 66.212303628155 (72.103448275862%) |
Defense | 25 |
Ranged Defense | 32 |
Fatigue | 13 |
Physical Save | 40 |
Spell Save | 23 |
Mental Save | 8 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 41%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 21%( 70%) |
All | + 7%( 70%) |
Darkness | + 12%( 70%) |
Light | + 21%( 70%) |
Physical | + 20%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 73% |
Bleed Resistance | 15% |
Confusion Resistance | 5% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
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 421% 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. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Rot | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Willful Tormenter |
talent | Defensive Posture |
talent | Ruin |
talent | Chant of Fortress |
talent | Infestation |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)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 Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 212. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice wyrm tooth. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Fatigue +2% Resists +3% blight Confus- +5% Pinning- +15% Stun/Frz- +15% Knockbk- +25% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +45.00 Heal.mod +12% ---------- 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. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() 1.5 T1 hands armor [Rare] Master While equipped: ----- def ----- Armour +5 Resists +15% light +6% darkness +6% mind Mind.save +6 (+6 eff.) Max.HP +45.00 Disease- +10% Cut- +15% ---------- misc Light +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Heal a target within range 6 (based on Willpower) for 130 Puts all charms on 14 cooldown 100% to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) HP.reg +2.50 Stun/Frz- +28% ---------- misc Max.stam +10.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +3% blight Melee Ret 8 blight On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Fatigue -5% Resists +3% blight +5% physical HP.reg +1.10 ---------- misc Stam/turn +0.50 Mana/turn +0.15 Max.mana +24.00 Amulets can have magical properties. |
In main hand | ![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 blight While equipped: dps ---------- Phys.crit +5.0% Spell.crit +4% Crit.mult +8.00% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +21% blight Acc +7 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to disease * 7% chance to blind ----- def ----- Armour +3 Hardiness +4% Defense +5 (+2 eff.) Phys.save +2 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 80.23 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Ego] Master/Psionic Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Hit: * 18% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil One-handed war axes. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +3.00% Res.pen +10% physical ----- def ----- Armour +12 Defense +2 (+1 eff.) Resists +15% cold +4% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +5% arcane Max.HP +133.00 HP.reg +5.10 Heal.mod +35% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 190 and cleanse 1 wound and 1 poison effect. 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 ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 436 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 ability. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 137 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.50 Teleport- +50% Teleport you randomly (rad 33) Puts all charms on 11 cooldown Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Con ----- def ----- Phys.save +10 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+9 eff.) ---------- misc Infravis +3 Telepathy Dragon Demon/Major Demon/Minor Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Phys.save +9 (+3 eff.) Max.HP +20.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% S.pwr/crit +10 Res.pen +25% arcane Melee Ret 12 acid ----- def ----- Fatigue -5% ---------- misc Max.enc +26 Max.vim +50.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +4 Cun dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 16 physical ----- def ----- Armour +12 Resists +1% physical Die.at -60.00 life Rings can have magical properties. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +4 Dex +4 Cun +5 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) Dmg.mod +5% mind +5% darkness Melee Ret 5 mind 7 darkness ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +6 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. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Spell.pwr +2 (+0 eff.) Dmg.mod +12% blight Phasing +20% ----- def ----- Resists +6% lightning +6% temporal ---------- misc Light +1 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +8 Con ----- def ----- Armour +6 Fatigue +1% Resists +6% acid Crit.dmg- 15.00% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Silence- +22% Confus- +20% Stun/Frz- +22% A pair of boots made of leather. |
![]() 1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +4.0% Apr +4 ----- def ----- Armour +7 Fatigue +5% Heal.mod +10% ---------- misc Max.stam +15.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 17.0 T2 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: Stats +2 Dex +2 Wil ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +7% physical +15% darkness +6% light Phys.save +16 (+5 eff.) Spell.save +15 (+7 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A suit of armour made of metal plates. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 56 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 142 power out of 295/400 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. |
![]() 2.0 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. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Mind.save +30 (+21 eff.) Silence- +40% Stun/Frz- +20% ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% blight Crit.dmg- 10.00% Spell.save +18 (+9 eff.) Poison- +10% Disarm- +15% Stun/Frz- +10% ---------- misc Wards +3 acid +2 nature +2 light Talents +1 Ward Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Str ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Wards +2 lightning +2 temporal +2 blight +2 fire +1 cold Talents +1 Ward Disarm traps (38 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 11 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +3% blight ---------- misc Light +3 See.Invis +9 Wards +2 lightning +2 temporal +1 blight +2 fire +3 cold Talents +2 Void Blast +1 Ward +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 114 to 229 Puts all charms on 7 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Inuni the Dwarf Reaver level 9
26th Profit 122nd year of Ascendancy at 00:00 see stats
By Inuni the Dwarf Reaver level 20
5th Steel 123rd year of Ascendancy at 15:07 see stats
By Inuni the Dwarf Reaver level 23
13rd Steel 123rd year of Ascendancy at 22:03 see stats
By Inuni the Dwarf Reaver level 10
34th Profit 122nd year of Ascendancy at 16:56 see stats
By Inuni the Dwarf Reaver level 20
29th Iron 123rd year of Ascendancy at 01:45 see stats
By Inuni the Dwarf Reaver level 5
19th Voratun 122nd year of Ascendancy at 21:29 see stats
By Inuni the Dwarf Reaver level 2
16th Voratun 122nd year of Ascendancy at 22:31 see stats
By Inuni the Dwarf Reaver level 11
40th Profit 122nd year of Ascendancy at 20:54 see stats
By Inuni the Dwarf Reaver level 5
31st Voratun 122nd year of Ascendancy at 14:37 see stats
By Inuni the Dwarf Reaver level 24
4th Stralite 123rd year of Ascendancy at 09:02 see stats
By Inuni the Dwarf Reaver level 18
19th Iron 123rd year of Ascendancy at 10:22 see stats
Log
Today is the 38th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 17:25.
Talent Virulent Disease is ready to use.
Talent Dig is ready to use.
Talent Worm Walk is ready to use.
Talent Healing Light is ready to use.
Talent Pestilent Blight is ready to use.
Inuni activates Defensive Posture.
Talent Infusion: Wild is ready to use.
Inuni activates Willful Tormenter.
Talent Infusion: Movement is ready to use.
Talent Infusion: Healing is ready to use.
Inuni activates Infestation.
Talent Infusion: Wild is ready to use.
Talent Chant of Fortress is ready to use.
Inuni activates Chant of Fortress.
Talent Ruin is ready to use.
Inuni activates Ruin.
Saving game...