











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother 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! 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.
MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.7.0Donators/Buyers bonus! 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:
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 35 / 13% |
Size | medium |
Lifes / Deaths | Killed by Saloranor the great wolf at level 35 on the 14th Dusk 122nd year of Ascendancy at 09:40 / 1 |
Primary Stats
Strength | 23 (base 21) |
Dexterity | 56 (base 22) |
Constitution | 53 (base 50) |
Magic | 16 (base 10) |
Willpower | 24 (base 18) |
Cunning | 74 (base 50) |
Resources
Life | -36/1060 |
Stamina | 210/297 |
Healing Factor | 1.40457841929 |
Regeneration | 6.5312896496976 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 7 |
See Stealth | 65.270896904542 |
See Invisible | 65.270896904542 |
Stealth | 57 |
Offense: Mainhand
Damage | 84 |
Accuracy | 67 |
Crit Chance | 44% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 74 |
Accuracy | 67 |
Crit Chance | 50% |
APR | 28 |
Speed | 0.90 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Mind | +6% |
Nature | +3% |
Darkness | +11% |
Physical | +9% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (92.28143328797%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 21 |
Mental Save | 38 |
Defense: Resistances
Nature | + 20%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 19%( 70%) |
Cold | + 35%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 20%( 70%) |
Mind | + 21%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 217 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 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. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 3 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stealth |
Quests
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 8 acid Changes stats: +7 Lck / +4 Dex Changes resistances: +3% darkness Changes damage: +9% lightning / +3% darkness Stealth bonus: +6 A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +2 Str / +4 Dex / +4 Wil Changes resistances penetration: +10% light Changes damage: +6% mind / +9% physical Only die when reaching: -20.00 life Maximum stamina: +20.00 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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Dex A cap made of leather. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% arcane Maximum stamina: +10.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 darkness Changes stats: +1 Str Changes resistances: +22% cold Changes damage: +3% darkness / +11% cold Maximum stamina: +30.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Lck Changes resistances: +6% blight / +3% fire Reduces incoming crit damage: 15.00% Poison immunity: +20% Maximum life: +100.00 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 74.69 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Spell save: +5 (+2 eff.) Disease immunity: +10% Maximum life: +20.00 Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Wil / +2 Con Mental save: +5 (+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: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% mind Mental save: +14 (+5 eff.) Life regen: +4.40 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
![]() healing infusion (heal 63; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Plaguekiller the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Con Changes resistances: +9% nature / +24% cold Changes damage: +12% acid / +12% cold Infravision radius: +3 Rings make your fingers look great! |
![]() chilling dwarven-steel mace (25-35 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 cold Blunt and deadly. |
![]() potent elven-wood magestaff of might (31-37 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% arcane Talent granted: +1 Command Staff Spellpower: +15 (+9 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Nerurin the Glacierwrest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +3 Cun Changes resistances: +12% cold / +16% light / +11% all Changes damage: +14% darkness / +15% cold / +24% light / +8% all Spellpower: +19 (+11 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +11% all Changes damage: +10% arcane / +13% temporal Maximum mana: +10.00 Spellpower: +2 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
![]() traveler's pair of iron boots of evasion (3 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() radiant dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 light Changes resistances: +7% light Changes damage: +6% light 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+3 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
![]() impenetrable dwarven-steel mail armour of fire resistance (3 def, 15 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +18% fire A suit of armour made of mail. |
![]() shocking voratun shield of resilience (0 def, 10 armour, 214.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 7 lightning Talent granted: +1 Block Maximum life: +50.00 Handheld deflection devices. |
![]() steel shield of arcane resistance (+10%) (0 def, 4 armour, 39 block) Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +10% arcane Talent granted: +1 Block Handheld deflection devices. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 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: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jein the Halfling Rogue level 10
74th Pyre 122nd year of Ascendancy at 19:17 see stats
By Jein the Halfling Rogue level 20
77th Pyre 122nd year of Ascendancy at 14:25 see stats
By Jein the Halfling Rogue level 30
14th Dusk 122nd year of Ascendancy at 05:35 see stats
Log
You begin your Shadow Dance.
Shadow Dance is still on cooldown for 21 turns.
Jein uses Expose Weakness.
Jein performs a melee critical strike against Islokira the mountain troll thunderer!
Jein breathes venom!
Jein's mind surges with critical power!
Saloranor the great wolf is poisoned!
Islokira the mountain troll thunderer is poisoned!
Islokira the mountain troll thunderer is poisoned!
Jein is focusing on penetrating defenses.
Melee retaliation hits Jein for 9 lightning damage.
Jein hits Islokira the mountain troll thunderer for 21 physical, 8 arcane, 2 nature, 2 nature (33 total damage).
Jein hits Saloranor the great wolf for (2 flat reduction), 0 nature (0 total damage).
Thunderstorm hits Jein for 48 lightning damage.
Crippling Poison from Jein hits Islokira the mountain troll thunderer for 25 nature damage.
Crippling Poison from Jein hits Saloranor the great wolf for (14 flat reduction), 13 nature (13 total damage).
Deadly Poison from Jein hits Saloranor the great wolf for (11 flat reduction), 0 nature (0 total damage).
Jein receives 13 healing from Deadly Poison from Jein.
Deadly Poison from Jein hits Islokira the mountain troll thunderer for 20 nature damage.
Islokira the mountain troll thunderer casts Lightning.
Saloranor the great wolf throws a concussive punch.
Saloranor the great wolf performs a melee critical strike against Jein!
Saloranor the great wolf hits Islokira the mountain troll thunderer for 62 physical damage.
Saloranor the great wolf hits Jein for 208 physical damage.
Melee retaliation hits Saloranor the great wolf for (3 flat reduction), 0 acid, (3 flat reduction), 0 darkness (0 total damage).
Islokira the mountain troll thunderer hits Jein for 239 lightning damage.
Jein the level 35 halfling rogue was battered to death by Saloranor the great wolf on level 1 of The Maze.
Stealth is still on cooldown for 6 turns.
You end your Shadow Dance.