











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 | Female |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 19 / 85% |
| Size | small |
| Lifes / Deaths | Killed by orc corruptor at level 17 on the 23rd Regrowth 123rd year of Ascendancy at 21:05 0 / 6Killed by Neritha the shadowblade at level 18 on the 46th Regrowth 123rd year of Ascendancy at 22:48 Killed by Gloregathra the brown bear at level 19 on the 49th Regrowth 123rd year of Ascendancy at 19:51 Killed by Gloregathra the brown bear at level 19 on the 49th Regrowth 123rd year of Ascendancy at 22:00 Killed by Aerelaith the sand-drake at level 19 on the 54th Regrowth 123rd year of Ascendancy at 06:50 Killed by Saluriba the assassin at level 19 on the 57th Regrowth 123rd year of Ascendancy at 13:25 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 60 (base 47) |
| Constitution | 23 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 11) |
| Cunning | 38 (base 35) |
Resources
| Life | -231/546 |
| Stamina | 128/194 |
| Equilibrium | 0 |
| Healing Factor | 1.4099022211821 |
| Regeneration | 1.7623777764776 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 60 |
| Crit Chance | 22% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| All | 0% |
Offense: Damage Penetration
| All | +6% |
Defense: Base
| Armour (hardiness) | 31 (43.594633868923%) |
| Defense | 46 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 25 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Arcane | + 28%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Pinning Resistance | 21% |
| Knockback Resistance | 61% |
| Disarm Resistance | 47% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 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: 13 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 24% for 2 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 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
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 Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubadawyn the dreaming brown bear. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You abandoned lost warrior, to death. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)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 |
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 Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | Chudokan the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% lightning Die.at -40.00 life Max.HP +40.00 Stun/Frz- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of erosion (10/17, 133% power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Ranged+ +7 nature On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | 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. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | steady hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +22 (+5 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | piercing elm totem of stinging [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Hodin0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Max.mana +100.00 Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around neck | Shinequake the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Melee Ret 10 darkness 4 light ----- def ----- Resists +24% light +12% darkness Blind- +22% Amulets make your neck look great! |
| In main hand | Yvuthra4.0 T2 sling 1H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 mind While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +6 (+3 eff.) Res.pen +6% all Acc +16 (+4 eff.) Apr +5 On Hit (Ranged): * 10% chance to slow global speed by 47% ----- def ----- Resists +6% nature +6% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In off hand | Xeroth (0 def, 4 armour, 118% power, 61.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 119% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +62 While equipped: Stats +2 Str +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +17% acid +17% fire +3% temporal +6% lightning Phys.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Gloryvena the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Con dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the psychic (heal 212; 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 212 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 240; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 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. |
restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +20% Amulets make your neck look great! |
Carriontorrent (108% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Disrupt Power 108% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +9% Unnatural While equipped: Stats +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Res.pen +5% physical ----- def ----- Defense +25 (+8 eff.) Resists +3% nature ---------- misc Infravis +1 Sharp, short and deadly. |
Heatobeisance4.0 T1 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +4 arcane While equipped: Stats +9 Con +9 Wil dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +10 ----- def ----- Resists +3% temporal Max.HP +26.00 Longbows are used to shoot arrows at your foes. |
steel longsword 'Strikeraze' (113% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +7% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Dex dps ---------- Phys.crit +6.0% Phys.spd +10% Dmg.mod +3% lightning Acc +5 (+1 eff.) Melee Ret 10 lightning Sharp, long, and deadly. |
Tidefear4.0 T1 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +4 Cun +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Mind.pwr +10 (+5 eff.) Melee Ret 6 cold Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's cured leather sling of piercing4.0 T2 sling 1H weapon [Ego++] Disrupt/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +7% all Acc +6 (+1 eff.) Apr +6 On Hit (Ranged): * 6 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of dampening4.0 T3 sling 1H weapon [Ego] Disrupt/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Resists +10% acid +7% lightning +7% fire +7% cold +2% all Spell.save +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Snowmaster (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% cold Phys.save +12 (+6 eff.) Max.HP +31.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Barildil' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% acid +6% darkness +13% fire +6% cold +12% mind +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Butir' (0 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid +11% cold +9% nature On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Armour +2 Resists +24% acid +16% cold +9% all Poison- +26% Disease- +20% ---------- misc Stam/turn +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightningbreak the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +2 Dex +1 Cun dps ---------- Res.pen +5% lightning ----- def ----- Armour +3 Fatigue -3% Crit.dmg- 5.00% Phys.save +5 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toryldil the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +1 Resists +6% lightning +7% temporal Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +5.00 Light +1 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. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +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. |
Kydunadas (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Con dps ---------- Melee Ret 4 physical ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +5% lightning +5% temporal Phys.save +3 (+2 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cured leather armour 'Layutta' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Melee Ret 2 blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% blight +12% darkness +24% acid HP.reg +2.00 ---------- misc Stam/turn +0.50 Light +1 A suit of armour made of leather. |
acidic steel shield of lightning resistance (+15%) (0 def, 4 armour, 111% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 10% chance to reduce armor by 13% While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
83 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gluma the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +4 Mag dps ---------- Res.pen +25% mind ----- def ----- Crit.dmg- 10.00% Max.HP +23.00 ---------- misc Max.stam +24.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Voidstrider (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +5 Str dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Fatigue -5% Crit.dmg- 10.00% ---------- misc Light +1 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
pouch of iron shots 'Corpseblight' (14/14, 112% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 112% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Ranged+ +26 nature On Hit.r1 +12 mind On Hit: * 10% chance to slow global speed by 47% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots of amnesia (23/23, 111% power, 1 apr)3.0 T1 shot ammo [Ego++] Psionic Power 111% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 23 Ranged+ +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
iron torque of mindblast 'Mucksear' [power 100] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +9% acid Res.pen +5% light ----- def ----- Resists +12% acid Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Dingler the Halfling Archer level 17
23rd Regrowth 123rd year of Ascendancy at 21:46 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dingler the Halfling Archer level 13
16th Haze 122nd year of Ascendancy at 12:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dingler the Halfling Archer level 10
7th Dusk 122nd year of Ascendancy at 13:18 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dingler the Halfling Archer level 12
31st Dusk 122nd year of Ascendancy at 07:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dingler the Halfling Archer level 7
4th Mirth 122nd year of Ascendancy at 06:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dingler the Halfling Archer level 7
5th Flare 122nd year of Ascendancy at 19:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dingler the Halfling Archer level 17
18th Regrowth 123rd year of Ascendancy at 00:32 see stats
Log
Dingler's Shoot Down is disrupted by her wounds!
Dingler resists the stunning strike!
Dingler repels an attack from Saluriba the assassin.
Dingler's Intuitive Shots performs a ranged critical strike against Saluriba the assassin!
Saluriba the assassin is cut deeply.
Melee retaliation hits Saluriba the assassin for 8 darkness, 4 light (13 total damage).
Dingler's Intuitive Shots hits Saluriba the assassin for 31 physical, 3 mind, 6 nature (40 total damage).
Saluriba the assassin hits Dingler for (31 deflected), 23 physical (23 total damage).
Bleeding from Saluriba the assassin hits Dingler for 45 physical damage.
Bleeding from Dingler hits Saluriba the assassin for 4 physical damage.
Deep Wound from Dingler hits Saluriba the assassin for 25 physical damage.
Dingler's Shoot is interrupted by the shot!
Fumble from Saluriba the assassin hits Dingler for 256 physical damage.
Saluriba the assassin's Infusion: Regeneration is disrupted by the shot!
Dingler's Sentinel hits Saluriba the assassin for 17 physical, 3 mind, 6 nature (26 total damage).
Saluriba the assassin uses Disarm.
Dingler evades Saluriba the assassin.
Dingler evades Saluriba the assassin.
Dingler resists the blow!
Bleeding from Saluriba the assassin hits Dingler for 45 physical damage.
Bleeding from Dingler hits Saluriba the assassin for 4 physical damage.
Deep Wound from Dingler hits Saluriba the assassin for 29 physical damage.
Saluriba the assassin uses Infusion: Regeneration.
Saluriba the assassin starts regenerating health quickly.
Dingler speeds up.
Talent Infusion: Wild is ready to use.
Bleeding from Saluriba the assassin hits Dingler for (31 deflected), 14 physical (14 total damage).
Dingler's Conversion is interrupted by the shot!






































































































