











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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. Possessor Bonus Class 1.7.4Donators/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:
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 | Dwarf |
| Class | Berserker |
| Level / Exp | 14 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Aerutira the elven guard at level 11 on the 23rd Profit 122nd year of Ascendancy at 10:53 2 / 4Killed by ritch flamespitter at level 14 on the 18th Wealth 122nd year of Ascendancy at 18:34 Killed by skeleton master archer at level 14 on the 25th Wealth 122nd year of Ascendancy at 11:11 Killed by Gregor the Butcher at level 14 on the 25th Wealth 122nd year of Ascendancy at 12:22 |
Primary Stats
| Strength | 48 (base 40) |
| Dexterity | 10 (base 11) |
| Constitution | 18 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 30 (base 27) |
Resources
| Life | 492/492 |
| Stamina | 179/179 |
| Psi | 134/134 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 8.2129883196217 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 26.446758763835 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 41 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +3% |
| Nature | +3% |
| Arcane | +3% |
| Cold | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.317011280365 (72.903125182002%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 15 |
| Physical Save | 30 |
| Spell Save | 24 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 31%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Darkness | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 22% |
| Disarm Resistance | 24% |
| Confusion Resistance | 0% |
| Knockback Resistance | 24% |
| Stun Resistance | 63% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
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 failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by forest troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+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. | active |
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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. Ungrol 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 sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within | active |
Equipment
| On feet | Ragulahir the Kindlebright (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% light defense ------ Armor +4 Fatigue +2% Resistance +3% darkness Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) Stun Resist +20% Teleport Resist +10% other ------- Infravision +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 | Hailblur2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Accuracy +15 (+5 eff.) defense ------ Resistance +3% cold Physical save +9 (+5 eff.) other ------- Max stamina +30.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Runaromihek' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +1% Physical save +3 (+2 eff.) Blind Resist +20% other ------- Stamina when Hit +0.70 EQ when Hit +0.90 Max psi +30.00 A cap made of leather. |
| Tool | iron torque of mindblast [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Salyradaba'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Defense +5 (+3 eff.) Resistance +15% acid +3% blight Crit Resistance 5.00% Life Regen +4.00 Stun Resist +23% Rings make your fingers look great! |
| On fingers | Hurydugrim the Lustresorrow0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil offense ------ When Hit 4 arcane defense ------ Resistance +9% light +1% physical Life +22.00 Disarm Resist +24% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
| Around waist | Aerebreta the Ichorreeve1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% lightning +3% darkness Life +31.00 A belt that goes around your waist. |
| In main hand | steel greatsword of projection (130% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
| On hands | Salewen the Flashwing (0 def, 5 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +5 (+2 eff.) Spellpower/crit +2 On-Hit 5 cold Damage +6% lightning +4% cold +3% arcane defense ------ Armor +5 Resistance +5% cold other ------- Stamina/turn +3.00 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. |
| Main armor | Branakhad the steel mail armour (29 def, 13 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Str offense ------ Critical power +5.00% defense ------ Armor +13 Defense +29 (+14 eff.) Fatigue +12% Resistance +6% arcane Spell save +12 (+6 eff.) Mind save +20 (+10 eff.) A suit of armour made of mail. |
| Cloak | Scorpionwake the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 39% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% acid +20% cold Spell save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 56; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
cleansing steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun defense ------ Resistance +10% nature +10% blight Poison Resist +24% Disease Resist +26% Amulets make your neck look great! |
wanderer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
copper ring 'Frozenreaper'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +3% cold When Hit 6 cold defense ------ Resistance +1% physical Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
titan's steel ring of frost (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life +22.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
Purehunt the iron greatsword (109% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 109% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +4 fire While equipped: Stats +3 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +9% physical When Hit 2 nature defense ------ Resistance +1% physical +3% light +9% temporal Crit Resistance 10.00% Life Regen +2.00 Disarm Resist +17% Massive two-handed swords. |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+10 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 68 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.12 cold damage and 3.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +1 A pair of boots made of leather. |
pair of iron boots 'Chillrune' (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% cold defense ------ Armor +4 Fatigue +2% Confus Resist +10% Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betivena (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 fire Damage +4% fire defense ------ Armor +1 Resistance +3% mind +5% fire +5% arcane +3% nature Confus Resist +20% 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. |
Maledefast the Blackmaster (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str +3 Mag +3 Con offense ------ On-Hit 6 nature Damage +4% nature When Hit 2 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Armor +1 Resistance +6% nature Crit Resistance 10.00% other ------- Infravision +1 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. |
Saluyakira (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower/crit +4 On-Hit 6 light Damage +5% light Ignore Shields +20% defense ------ Armor +1 Resistance +9% light +3% fire Pinning Resist +10% other ------- Mana/turn +0.04 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. |
Alikor (30 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +30 (+14 eff.) Fatigue +1% Resistance +3% acid +12% cold +3% light other ------- Breathe water A cap made of leather. |
miner's iron helm of constitution (+2) (0 def, 4 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +4 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour of spell shielding (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% arcane Spell save +11 (+5 eff.) A suit of armour made of mail. |
Chillgore (6 def, 15 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit 13 fire On-Ranged-Hit 10 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +15 Defense +6 (+3 eff.) Fatigue +7% Resistance +18% lightning +22% fire +3% cold +22% physical A suit of armour made of leather. |
3 agate0.0 Encumbrance 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. |
67 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
Zubiralle the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) defense ------ Resistance +3% temporal +1% physical Life +20.00 Teleport Resist +20% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hegorn the Airbiter2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% lightning defense ------ Resistance +9% acid +3% temporal +5% arcane +3% lightning other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Velysewyn2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Con offense ------ Damage +3% blight Ignore resists +5% blight When Hit 12 fire defense ------ Resistance +6% fire Crit Resistance 15.00% other ------- Light +3 See Invisibility +15 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 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Gregor the Butcher the Dwarf Berserker level 10
1st Acquisition 122nd year of Ascendancy at 20:39 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Gregor the Butcher the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 00:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gregor the Butcher the Dwarf Berserker level 10
2nd Acquisition 122nd year of Ascendancy at 13:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Gregor the Butcher the Dwarf Berserker level 10
17th Profit 122nd year of Ascendancy at 10:17 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Gregor the Butcher the Dwarf Berserker level 14
25th Wealth 122nd year of Ascendancy at 12:22 see stats
Log
Melee retaliation hits Armoured skeleton warrior for 3 arcane damage.
Gleyamira the giant spider activates his chitinous gloves!
Gleyamira the giant spider spits flames!
Melee retaliation killed Armoured skeleton warrior!
Gleyamira the giant spider hits Gregor the Butcher for 29 fire damage.
Gregor the Butcher is pinned to the ground.
Skeleton master archer's Pinning Shot hits Gregor the Butcher for 21 physical damage.
Gregor the Butcher the level 14 dwarf berserker was dissected to death by a skeleton master archer on level 2 of Scintillating Caves.
Gregor the Butcher's rage subsides!
Gregor the Butcher no longer revels in blood quite so much.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Skeleton master archer's Pinning Shot killed Gregor the Butcher!
Saving game...
Resting starts...
Talent Vitality is ready to use.
Talent Infusion: Healing is ready to use.
Talent Warshout is ready to use.
Talent Death Dance is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Berserker Rage is ready to use.
Talent Rush is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 40 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!









































































