










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Race: Android and Addonroid 1.7.6Adds the Android and Addonroid subraces to the Human race. Androids are machines that closely resemble humans in appearance. Addonroids are lifeforms born from abandoned addons. All new icons were made by https://game-icons.net/ . Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Psionic Blade 1.7.2OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Items Vault 1.7.6Donators/Buyers bonus! 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. Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) |
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (sweet&sour) |
Sex | Female |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 82% |
Size | medium |
Lifes / Deaths | Killed by Eilia at level 30 on the 53rd Haze 122nd year of Ascendancy at 09:21 1 / 1 |
Primary Stats
Strength | 386 (base 10) |
Dexterity | 410 (base 42) |
Constitution | 342 (base 10) |
Magic | 368.66198946802 (base 10) |
Willpower | 362 (base 90) |
Cunning | 386 (base 90) |
Resources
Hate | 37/128 |
Mana | 1884/1884 |
Equilibrium | 32 |
Psi | 495/495 |
Life | 3684/3684 |
Paradox | 300 |
Stamina | 1186/1215 |
Soul | 8/8 |
Healing Factor | 2.5 |
Regeneration | 210.00684783203 |
Speed
Mental | +48.285785231848% |
Attack | +38.285785231848% |
Movement | 0% |
Spell | 0% |
Global | +244.2469815104% |
Vision
Sight | 13 |
Lite | 9 |
Infravision | 18 |
See Stealth | 207.46097162199 |
See Invisible | 207.46097162199 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 778 |
Accuracy | 187 |
Crit Chance | 211% |
APR | 107 |
Speed | 0.67 |
Offense: Spell
Spellpower | 173 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 145 |
Crit Chance | 100% |
Speed | 0.7231401248678 |
Offense: Damage Bonus
Acid | +148% |
Blight | +139% |
Arcane | +141% |
Cold | +150% |
All | +118% |
Lightning | +139% |
Light | +127% |
Physical | +146% |
Darkness | +150% |
Fire | +139% |
Nature | +151% |
Offense: Damage Penetration
Acid | +62% |
Blight | +62% |
Physical | +150% |
Cold | +62% |
All | +31% |
Darkness | +62% |
Lightning | +62% |
Fire | +62% |
Nature | +112% |
Defense: Base
Armour (hardiness) | 71 (57.155997060385%) |
Defense | 182 |
Ranged Defense | 182 |
Fatigue | 0 |
Physical Save | 110 |
Spell Save | 150 |
Mental Save | 127 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +162%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 70% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 70% |
Silence Resistance | 28% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
Inscriptions (3/3)
Runes | Effective talent level: 3.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2292 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 3.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 813 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 3.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 temporal, 4 light, 3 nature, 2 physical |
Class Talents
Technique / Archery prowess | 1.80 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Wild-gift / Serpent | 2.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 3.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Frozen core | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Mind over Matter | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Race / Addonroid | 6.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Glaring Eyes |
talent | Quickcoil |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Apply Poison |
talent | Crystalline Focus |
talent | Deflection |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
talent | Spikes of Decrepitude |
talent | Volatile Poison |
talent | Hemotoxin |
talent | Daunting Presence |
talent | Augmentation |
talent | Metacognition |
talent | Gloom |
talent | Numbing Poison |
talent | Trained Reactions |
beneficial effect | Physical power, spellpower and all saves increased by 34. Commander of the Dead |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of focus · Ungrol of Last Hope's elixir of foundations |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 34%. Concealment |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 741. | active |
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: * You've found the needed hummerhorn wing. * You've found the needed ice wyrm tooth. * You've found the needed faerlhing fang. 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 snow giant kidney. * You've found the needed skeleton mage skull. * You've found the needed multi-hued wyrm scale. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within | active |
Equipment
Psionic focus | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +21 Changes stats: +11 Mag Changes resistances penetration: +20% all Changes damage: +23% arcane Spellpower: +23 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Quiver | ![]() Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 58.5 - 81.9 Uses stats: 55% Wil, 77% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +22.5% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 63 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 433 physical damage On weapon crit: * Wound the target dealing 606 physical damage across 5 turns and reducing healing by 50% Travel speed: +974% Damage (Ranged): +12 mind / +20 nature / +50 fire Damage (radius 1) on hit: +28 blight / +20 mind / +20 light Damage (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes damage: +16% all Spell crit. chance: +8% Mental crit. chance: +8% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Changes resistances: +11% light Changes resistances penetration: +11% all Changes damage: +11% darkness Damage affinity(heal): +5% darkness Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 6.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 1301.37 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +11 Fatigue: +5% Effects on melee hit: * 30% chance to slow global speed by 94% Changes stats: +5 Cun / +5 Dex Changes resistances: +27% nature Changes damage: +9% acid Spell save: +22 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +102.00 Maximum vim: +50.00 Spellpower: +10 (+1 eff.) Infravision radius: +4 Healing mod.: +19% Damage Shield penetration: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Defense: +30 (+3 eff.) Critical mult.: +20.00% Physical save: +18 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +12.00 A pair of boots made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Con Changes damage: +9% light Spell save: +9 (+1 eff.) Spellpower: +15 (+2 eff.) Damage Shield penetration: +30% It can be used to create a shield absorbing up to 957 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 24% for 2 turns. * Heal for 87. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 63 Damage (Melee): 32 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 63 Damage (Ranged): 35 physical Changes stats: +10 Cun Changes damage: +8% all Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +20 (+2 eff.) Mindpower: +20 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 6.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 63 Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 63 Damage (Ranged): 28 physical Changes stats: +15 Cun / +7 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +2.0% Armour: +10 Defense: +11 (+1 eff.) Changes stats: +11 Lck Changes resistances: +4% physical Critical mult.: +20.00% Physical save: +15 (+3 eff.) Only die when reaching: -80.00 life Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +38 (+4 eff.) Physical crit. chance: +23.0% Defense: +45 (+4 eff.) Changes stats: +23 Wil / +9 Cun / +17 Con Changes resistances: +6% blight / +9% cold / +9% temporal Disease immunity: +20% Life regen: +4.00 Maximum life: +210.00 Combat speed: +10% Healing mod.: +25% Longbows are used to shoot arrows at your foes. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +5 Physical crit. chance: +8.0% Armour: +3 Effects on melee hit: * 33 arcane resource burn * 33% chance to slow global speed by 94% Damage (Melee): 15 cold Changes resistances: +30% light / +10% cold Changes damage: +12% nature / +11% cold Spell save: +30 (+4 eff.) Stamina each turn: +5.00 Only die when reaching: -80.00 life Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +14 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +41 (+4 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +41% acid / +33% fire / +7% arcane Poison immunity: +28% Silence immunity: +28% Stun/Freeze immunity: +28% Maximum life: +100.00 Spell crit. chance: +5% Healing mod.: +28% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +33 (+3 eff.) Changes resistances: +18% acid / +9% arcane / +37% blight Critical mult.: +37.31% Physical save: +27 (+5 eff.) Equilibrium when hit: +0.60 Psi when hit: +0.20 Maximum life: +220.00 Mindpower: +56 (+7 eff.) Defense after a teleport: +28 Resist all after a teleport: +28% New effects duration reduction after a teleport: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Armour: +8 Defense: +35 (+3 eff.) Fatigue: +8% Changes stats: +5 Wil Changes resistances: +26% blight / +29% darkness Stamina each turn: +1.20 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 953 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 267/400. 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.00 Encumbrance. Type: tome / notes It can be used to read the book. A book with notes about all the merchants and artifactors you met. |
Achievements
By Eilia the Addonroid Adventurer level 29
41st Haze 122nd year of Ascendancy at 12:03 see stats
By Eilia the Addonroid Adventurer level 25
38th Haze 122nd year of Ascendancy at 12:20 see stats
By Eilia the Addonroid Adventurer level 10
78th Dusk 122nd year of Ascendancy at 13:53 see stats
By Eilia the Addonroid Adventurer level 20
24th Haze 122nd year of Ascendancy at 05:08 see stats
By Eilia the Addonroid Adventurer level 30
41st Haze 122nd year of Ascendancy at 21:54 see stats
By Eilia the Lich Adventurer level 40
7th Regrowth 123rd year of Ascendancy at 02:05 see stats
By Eilia the Lich Adventurer level 50
19th Regrowth 123rd year of Ascendancy at 18:18 see stats
By Eilia the Lich Adventurer level 30
53rd Haze 122nd year of Ascendancy at 09:21 see stats
By Eilia the Addonroid Adventurer level 28
40th Haze 122nd year of Ascendancy at 16:34 see stats
By Eilia the Addonroid Adventurer level 30
42nd Haze 122nd year of Ascendancy at 13:33 see stats
By Eilia the Addonroid Adventurer level 23
35th Haze 122nd year of Ascendancy at 19:42 see stats
By Eilia the Addonroid Adventurer level 18
22nd Haze 122nd year of Ascendancy at 15:01 see stats
By Eilia the Addonroid Adventurer level 19
24th Haze 122nd year of Ascendancy at 05:04 see stats
By Eilia the Addonroid Adventurer level 9
74th Dusk 122nd year of Ascendancy at 14:10 see stats
By Eilia the Addonroid Adventurer level 25
38th Haze 122nd year of Ascendancy at 22:33 see stats
By Eilia the Lich Adventurer level 31
65th Haze 122nd year of Ascendancy at 03:15 see stats
By Eilia the Lich Adventurer level 36
2nd Wintertide 123rd year of Ascendancy at 07:18 see stats
By Eilia the Addonroid Adventurer level 20
25th Haze 122nd year of Ascendancy at 23:21 see stats
Log
Eilia drops on the floor: 9 moonstone.
Eilia drops on the floor: 14 pearl.
Eilia drops on the floor: Windborne Azurite.
Eilia drops on the floor: Prothotipe's Prismatic Eye.
Eilia drops on the floor: onyx.
A shield forms around Eilia.
Eilia receives 134 healing.
Eilia drops on the floor: quartz.
Eilia drops on the floor: 3 jade.
Eilia drops on the floor: 5 turquoise.
Eilia drops on the floor: 3 ruby.
You gain 0.03 gold from the transmogrification of 76 alchemist agate.
Connection to online server lost, trying to reconnect.
Connection to online server established.
There is a teleportation circle to the surface here (press '' or right click to use).
Eilia deactivates Concealment.
The shield around Eilia crumbles.