












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. 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:
Better Item Description 1.7.2This 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 Self-Portrait Over Grass 1.7.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Archer |
| Level / Exp | 13 / 67% |
| Size | small |
| Lifes / Deaths | Killed by storm wyrm at level 8 on the 10th Mirth 122nd year of Ascendancy at 21:01 0 / 5Killed by Zubatta the crimson crystal at level 9 on the 3rd Summertide 122nd year of Ascendancy at 11:47 Killed by Silara the green mold at level 11 on the 9th Flare 122nd year of Ascendancy at 02:51 Killed by shadow at level 12 on the 55th Dusk 122nd year of Ascendancy at 00:11 Killed by Bethirilaith the mean looking elven guard at level 13 on the 68th Dusk 122nd year of Ascendancy at 00:58 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 42 (base 39) |
| Constitution | 20 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 33 (base 26) |
Resources
| Life | -190/426 |
| Stamina | 98/176 |
| Equilibrium | 20 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 0.27176472139453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 46 |
| Crit Chance | 18% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Lightning | +5% |
| Fire | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 13 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 28%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Knockback Resistance | 21% |
| Stun Resistance | 30% |
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Poison Resistance | 24% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 602% 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 Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
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 injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower 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 |
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: * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 | pair of rough leather boots 'Ivulraremina' (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Defense +5 (+2 eff.) Crit.dmg- 10.00% Phys.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Blind- +20% Disease- +10% A pair of boots made of leather. |
| Quiver | barbed pouch of iron shots of wind (23/23, 120% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Master Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 91 physical damage On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc 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. |
| On head | Xanokira (0 def, 5 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +3% light +1% physical Max.HP +60.00 Stun/Frz- +10% A cap made of leather. |
| On hands | Singetrencher (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +1 Mag dps ---------- Dmg.mod +3% fire Res.pen +10% light +10% fire Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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 | Mireschism [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold +9% fire Res.pen +10% nature Melee Ret 2 nature ----- def ----- Resists +3% fire Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | Tempestwinter the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +15 (+6 eff.) Melee Ret 2 lightning ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Max.hate +2.00 Rings make your fingers look great! |
| Around neck | cleansing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +12% nature +10% blight Poison- +24% Disease- +20% Amulets make your neck look great! |
| In main hand | cured leather sling of enduring4.0 T2 sling 1H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +15.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Emyrin the Voidtorrent1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 2 darkness ----- def ----- Resists +3% mind Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Silence- +20% Stun/Frz- +20% A belt that goes around your waist. |
| In off hand | Lightningblow (0 def, 4 armour, 41 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Res.pen +5% lightning Melee Ret 4 lightning 6 fire ----- def ----- Armour +4 Fatigue +8% Resists +5% acid +6% fire +12% lightning +21% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Strikebutcher (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe of protection (2 def, 2 armour)2.0 T2 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% all Phys.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 173; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. 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. |
Prismatic Rune (6 turns; acid, physical, mind, blight)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 5 mind, 3 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Helltickler'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Mag dps ---------- Spell.pwr +15 (+6 eff.) S.pwr/crit +2 Dmg.mod +3% fire Melee Ret 6 arcane Amulets make your neck look great! |
insulating copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
warbringer's steel battleaxe (124% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Master Power 124% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +20% Massive two-handed battleaxes. |
Glorurath the iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Resists +3% acid +6% temporal +3% darkness +9% cold +6% lightning Sharp, short and deadly. |
balanced steel dagger of erosion (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
iron dagger 'Icerace' (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +20 blight +7 fire While equipped: Stats +3 Con dps ---------- Melee Ret 2 cold ----- def ----- Phys.save +3 (+2 eff.) Die.at -20.00 life Sharp, short and deadly. |
thought-forged iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Psionic Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 24 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
Boltcutter (116% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 116% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 10% chance to reduce all saves and defense by 24 On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +9% nature Stun/Frz- +10% Massive two-handed mauls. |
thought-forged iron greatsword of massacre (128% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 mind On Hit: * 17% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
elm starstaff 'Gladhelle' (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str +5 Dex dps ---------- Phys.crit +2.0% Spell.crit +7% Crit.mult +12.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered iron waraxe of crippling (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Disrupt/Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 6% chance to slow global speed by 50% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
Cyryth1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +1 Wil +2 Con dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +12% acid Mind.save +6 (+3 eff.) ---------- misc See.Invis +3 A belt that goes around your waist. |
rough leather belt 'Dawnvalor'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Dmg.mod +3% lightning Melee Ret 6 light ----- def ----- Fatigue -4% Resists +3% light ---------- misc Max.enc +23 A belt that goes around your waist. |
rough leather belt 'Emelawen'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) Melee Ret 6 physical ----- def ----- Defense +10 (+4 eff.) Resists +6% lightning +6% temporal Phys.save +9 (+4 eff.) ---------- misc Max.stam +10.00 A belt that goes around your waist. |
rough leather belt 'Tulyndur'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) ----- def ----- Resists +18% acid Max.HP +60.00 Blind- +10% Disease- +20% A belt that goes around your waist. |
Airbutcher the linen cloak (21 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +21 (+7 eff.) Max.HP +20.00 Heal.mod +15% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamvengeance the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% light +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- 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. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- 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. |
linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargevenom the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning +5% acid Melee Ret 2 acid 2 lightning ----- def ----- Armour +1 Resists +14% lightning +6% temporal A pair of boots made of leather. |
Glittertreason (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% light +3% nature Res.pen +15% blight ----- def ----- Armour +5 Fatigue +2% Resists +3% light ---------- 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. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Brandquick' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% blight +9% fire +3% cold Spell.save +9 (+8 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots 'Islille' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Wil +2 Con ----- def ----- Armour +1 Resists +3% temporal Crit.dmg- 15.00% ---------- misc Light +2 Infravis +2 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
cleansing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat of corrosion (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +6% fire +7% cold A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Zubevena' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) Heal.mod +15% A cap made of leather. |
spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of fire resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +23.00 A suit of armour made of leather. |
Goregas (0 def, 2 armour, 21 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil +3 Mag ----- def ----- Armour +2 Fatigue +8% Resists +11% physical ---------- misc Max.vim +30.00 Talents +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 45 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elm arrows (13/13, 109% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 109% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
73 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Magmaserpent the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% blight ----- def ----- Fatigue -5% Resists +18% fire ---------- misc Equi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Amibers2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight Melee Ret 2 blight 11 fire ----- def ----- Resists +5% fire Disease- +20% Confus- +10% ---------- misc 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. |
Shadowqueen the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +12% darkness Phys.save +6 (+3 eff.) Heal.mod +13% ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(78 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cyretira the Floehunt [power 176] (13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +6% cold Res.pen +10% cold ---------- misc Wards +3 blight +2 cold +3 darkness +3 acid Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Liberio the Halfling Archer level 10
1st Flare 122nd year of Ascendancy at 00:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Liberio the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 12:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Liberio the Halfling Archer level 10
3rd Flare 122nd year of Ascendancy at 17:26 see stats
Log
Liberio uses Infusion: Movement.
Liberio is moving at extreme speed!
Ran for 4 turns (stop reason: taken damage).
Liberio is no longer evading attacks.
Voidburn from Bethirilaith the mean looking elven guard hits Liberio for 40 temporal, 52 darkness (92 total damage).
Liberio succumbs to the prophecy, striking themself!
Liberio slows down.
Prophecy of Treason from Bethirilaith the mean looking elven guard misses Liberio.
Liberio stops regenerating health quickly.
Voidburn from Bethirilaith the mean looking elven guard hits Liberio for 40 temporal, 52 darkness (92 total damage).
Bethirilaith the mean looking elven guard loses 10 health to the entropy.
Bethirilaith the mean looking elven guard casts Netherblast.
Liberio is free from the prophecy.
Liberio is no longer ignited.
Bethirilaith the mean looking elven guard loses 7 health to the entropy.
Bethirilaith the mean looking elven guard summons a War Hound!
Bethirilaith the mean looking elven guard's mind surges with critical power!
Liberio becomes more vulnerable to physical.
Bethirilaith the mean looking elven guard loses 7 health to the entropy.
Bethirilaith the mean looking elven guard uses Wild Summon.
Bethirilaith the mean looking elven guard casts Netherblast.
Bethirilaith the mean looking elven guard's spell attains critical power!
Bethirilaith the mean looking elven guard loses 7 health to the entropy.
Liberio tries to evade attacks.
Bethirilaith the mean looking elven guard's Netherblast hits Liberio for 99 temporal damage.
Liberio the level 13 halfling archer was time dilated to death by Bethirilaith the mean looking elven guard on level 3 of Rhaloren Camp.

























































































