








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! 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.
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. 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. 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. Possessor Bonus Class 1.7.4Donators/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! 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 10 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Islybeth the mean looking elven guard at level 10 on the 51st Haze 122nd year of Ascendancy at 16:20 / 1 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 33 (base 30) |
| Constitution | 23 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 29 (base 26) |
Resources
| Life | -71/381 |
| Stamina | 102/132 |
| Equilibrium | 0 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 0.27747555529553 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 26.003878189685 |
| See Invisible | 26.003878189685 |
Offense: Barehand
| Damage | 44 |
| Accuracy | 32 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Blight | +6% |
| Fire | +25% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 10 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 11 |
| Mental Save | 15 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 12%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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: * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' 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 orc heart. * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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. |
| On feet | Woeterror the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +6% blight Ignore resists +10% darkness When Hit 4 mind defense ------ Armor +1 Resistance +3% mind Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.9 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| On hands | cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 7 fire Damage +4% fire defense ------ Armor +2 Fatigue +3% Resistance +5% fire Unarmed combat: Weapon Damage 125% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Radhahell2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Defense +15 (+5 eff.) Resistance +3% nature Physical save +9 (+5 eff.) Spell save +3 (+3 eff.) Confus Resist +10% 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. |
| On head | Noonsting the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil +3 Con offense ------ Spell Crit +3% Spellpower/crit +6 Ignore resists +5% light When Hit 2 blight defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Cloak | Manegas the Smolderbright (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% mind +21% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 defense ------ Defense +1 (+1 eff.) Resistance +3% mind Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
elm longbow 'Quench's kiss'4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +12 cold While equipped: Stats +3 Str +2 Wil +2 Cun offense ------ Critical power +5.00% Physical Power +9 (+3 eff.) other ------- Hate-on-crit +1.00 Longbows are used to shoot arrows at your foes. |
potent elm magestaff of might (107% power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +5 (+5 eff.) Damage +13% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +8 (+3 eff.) Spell save +6 (+6 eff.) Stealth +6 other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Glacierlash'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +9% cold +6% fire Ignore resists +15% cold When Hit 6 nature defense ------ Defense +9 (+3 eff.) Resistance +3% cold +6% fire Stealth +6 A belt that goes around your waist. |
rough leather belt 'Gleamworth'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +10% light +10% arcane defense ------ Resistance +6% light +3% cold Life +33.00 A belt that goes around your waist. |
resilient linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Nature While equipped: defense ------ Defense +1 (+1 eff.) Spell save +6 (+6 eff.) Mind save +6 (+5 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthamnir the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Mind Crit +4% When Hit 4 mind defense ------ Armor +1 Resistance +6% fire +6% cold Crit Resistance 5.00% other ------- Infravision +1 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 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 of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +1 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.3 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Umbradash (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 acid Damage +4% acid +3% darkness defense ------ Armor +1 Resistance +9% acid +12% darkness Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightningbearer the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +12% lightning other ------- Light +1 A cap made of leather. |
cleansing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% nature +6% blight A cap made of leather. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
impenetrable iron mail armour (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
supercharged iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
2 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 (Roguelike) difficulty)
Got a character to level 10.By Fregley the Cornac Brawler level 10
13rd Haze 122nd year of Ascendancy at 20:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fregley the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 23:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fregley the Cornac Brawler level 7
1st Time of Equilibrium 122nd year of Ascendancy at 14:42 see stats
Log
Fregley unleashes a flurry of disrupting kicks.
Islybeth the mean looking elven guard deactivates Stalk.
Fregley hits Islybeth the mean looking elven guard for 17 physical, 7 fire, 24 physical, 7 fire, 23 physical, 7 fire, 19 physical, 7 fire, 21 physical, 7 fire (141 total damage).
Talent Double Strike is ready to use.
Talent Butterfly Kick is ready to use.
Deep Wound from Islybeth the mean looking elven guard hits Fregley for (5 flat reduction), 18 physical (18 total damage).
Islybeth the mean looking elven guard activates Stalk.
Elven warrior misses Fregley.
Islybeth the mean looking elven guard uses Harass Prey.
Fregley has been harassed.
Fregley's Double Strike is disrupted!
Fregley's Butterfly Kick is disrupted!
Islybeth the mean looking elven guard hits Fregley for (5 flat reduction), 30 physical, (5 flat reduction), 27 physical (56 total damage).
Melee retaliation hits Islybeth the mean looking elven guard for 1 blight, 5 cold, 1 mind, 1 blight, 5 cold, 1 mind (14 total damage).
Fregley throws two quick punches.
Islybeth the mean looking elven guard's is vulnerable to attacks and effects!
Fregley hits Islybeth the mean looking elven guard for 22 physical, 4 fire, 29 physical, 4 fire (60 total damage).
Fregley is recovering from the damage!
Deep Wound from Islybeth the mean looking elven guard hits Fregley for (5 flat reduction), 18 physical (18 total damage).
Elven warrior misses Fregley.
Fregley throws Elven warrior to the ground!
Elven warrior shrugs off the effect 'Dazed'!
Fregley hits Elven warrior for (19 blocked), 0 physical, (5 blocked), 0 fire (0 total damage).
Islybeth the mean looking elven guard uses Slash.
Fregley is no longer being stalked by Islybeth the mean looking elven guard.
Islybeth the mean looking elven guard hits Fregley for (5 flat reduction), 248 physical (248 total damage).
Melee retaliation hits Islybeth the mean looking elven guard for 1 blight, 6 cold, 2 mind (9 total damage).
Fregley the level 10 cornac brawler was cleaved to death by Islybeth the mean looking elven guard on level 2 of Rhaloren Camp.












































































