










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Select your Escorts 1.5.10Allows 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 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Mindslayer |
| Level / Exp | 33 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by cutpurse at level 2 on the 75th Pyre 122nd year of Ascendancy at 14:25 0 / 8Killed by forest troll at level 3 on the 76th Pyre 122nd year of Ascendancy at 19:01 Killed by Cyrerivena the brecklorn at level 13 on the 10th Dusk 122nd year of Ascendancy at 12:59 Killed by Sheesh at level 13 on the 16th Dusk 122nd year of Ascendancy at 09:14 Killed by elven cultist at level 28 on the 10th Decay 122nd year of Ascendancy at 18:57 Killed by luminous horror at level 31 on the 11st Regrowth 123rd year of Ascendancy at 04:48 Killed by Silenn the giant spider at level 33 on the 17th Pyre 123rd year of Ascendancy at 10:01 Killed by orc assassin at level 33 on the 27th Pyre 123rd year of Ascendancy at 11:20 |
Primary Stats
| Strength | 64 (base 21) |
| Dexterity | 59 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 78 (base 60) |
| Cunning | 94 (base 60) |
Resources
| Life | -192/554 |
| Equilibrium | 10 |
| Psi | 24/128 |
| Healing Factor | 1.4205405405406 |
| Regeneration | 4.1905945945947 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 166 |
| Accuracy | 75 |
| Crit Chance | 40% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 78 |
| Accuracy | 75 |
| Crit Chance | 41% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +8% |
| Physical | +8% |
| Darkness | +25% |
| Blight | +15% |
| Arcane | +5% |
| Fire | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 54.551211628464 (74.117647058824%) |
| Defense | 27 |
| Ranged Defense | 32 |
| Fatigue | 24 |
| Physical Save | 23 |
| Spell Save | 28 |
| Mental Save | 47 |
Defense: Resistances
| Nature | + 38%( 70%) |
| Lightning | + 44%( 70%) |
| Cold | + 37%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 37%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Poison Resistance | 45% |
| Blind Resistance | 56% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 373 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 212 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 284 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Projection | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Thermal Aura |
| talent | Kinetic Aura |
| talent | Beyond the Flesh |
| talent | Charged Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
| detrimental effect | The target is poisoned, taking 57.92 nature damage per turn. Deadly Poison |
| beneficial effect | The target ignores pain, reducing all damage taken by 26%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 ice wyrm tooth. * You've found the needed warg claw. * You've found the needed sandworm tooth. | 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! | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | stralite battleaxe 'Obsidianwend' (176% power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 Power: 176% Range: 1.5x Uses stat: 175% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +30 insidious poison Burst (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +18% lightning Changes resistances penetration: +25% darkness Massive two-handed battleaxes. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Light source | Cyrinn the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Wil Critical mult.: +13.00% Life regen: +0.40 Only die when reaching: -40.00 life Light radius: +3 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Porurewen the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +2 Con Changes resistances penetration: +10% mind Stamina each turn: +0.60 Maximum life: +30.00 A cap made of leather. |
| On feet | pair of hardened leather boots 'Uretokhad' (9 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Changes stats: +4 Cun / +2 Str Spell save: +6 (+3 eff.) Poison immunity: +15% Disease immunity: +10% Life regen: +2.30 Only die when reaching: -80.00 life Healing mod.: +18% A pair of boots made of leather. |
| Tool | Baridan [power 40] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% blight Maximum wards: +3 acid / +2 nature / +2 light Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | ScorchprideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +15 Cun / +8 Dex Changes resistances: +15% fire Changes resistances penetration: +10% fire Light radius: +2 Rings can have magical properties. |
| On fingers | solipsist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Blindness immunity: +26% Mindpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +7 See invisible: +14 Rings can have magical properties. |
| Around neck | warrior's stralite amulet of mastery (0.25 Psionic / Kinetic mastery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% physical Talent mastery: +0.25 Psionic / Kinetic mastery Stamina each turn: +0.70 Amulets can have magical properties. |
| In main hand | Morbusumbra (168% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 169% Range: 1.4x Uses stat: 152% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to daze at end of turn Damage (Melee): +10 darkness / +8 nature Burst (radius 2) on crit: +4 nature Damage against: +13% Living When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +6% nature Changes resistances penetration: +8% lightning / +15% blight One-handed war axes. |
| Around waist | Vorabeth the MuckmonsterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +7% lightning / +6% temporal Mental save: +6 (+2 eff.) Blindness immunity: +10% Cut immunity: +20% Knockback immunity: +10% A belt that goes around your waist. |
| In off hand | Bethewen the Noonbrand (158% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 159% Range: 1.3x Uses stats: 90% Wil, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +22 lightning / +4 light Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +5% arcane / +8% physical Critical mult.: +15.00% Mana when firing critical spell: +1.00 Sharp, short and deadly. |
| Cloak | cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Balancemistress' (7 def, 23 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +23 Defense: +7 (+4 eff.) Fatigue: +26% Changes resistances: +15% cold Changes damage: +9% nature Blindness immunity: +20% Poison immunity: +10% Only die when reaching: -60.00 life A suit of armour made of metal plates. |
Inventory
heroism infusion of the duelist (+14 for 10 turns, die at -554)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -554 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 380 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 380 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Corpsebearer the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Wil / +5 Cun / +5 Con Changes resistances penetration: +25% mind Changes damage: +9% nature / +6% mind Mental save: +6 (+2 eff.) Life regen: +0.80 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
gold amulet of constitution (+4) =CON 4=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
gladiator's gold ring of power =CON 6=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +6 Str / +6 Con Spellpower: +6 (+6 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
titan's gold ring of the mountain (+13%) =CON 4=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% physical Changes damage: +13% physical Physical save: +8 (+4 eff.) Rings can have magical properties. |
Infernomark the stralite greatsword (181% power, 3 apr) =CON 5=Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 181% Range: 1.6x Uses stat: 175% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 59% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +13% lightning / +5% fire Changes damage: +15% fire Massive two-handed swords. |
steel longsword 'Cureburst' (135% power, 3 apr) =CON 7=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 135% Range: 1.4x Uses stat: 152% Wil Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Changes stats: +4 Dex / +7 Con Changes resistances penetration: +5% nature Grants telepathy: Demon/Minor Demon/Major Sharp, long, and deadly. |
Daimylen (6 def, 3 armour) =CON 5=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +5 Con Changes resistances: +18% temporal / +18% darkness / +3% physical Changes resistances penetration: +12% darkness / +12% temporal Changes damage: +9% physical Only die when reaching: -40.00 life Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% A pair of boots made of leather. |
Anyrin the cashmere wizard hat (2 def, 0 armour) =CON 3=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Mag / +3 Con Changes resistances: +11% blight Changes resistances penetration: +25% blight Changes damage: +17% blight Grants telepathy: Humanoid/Orc Spell crit. chance: +5% A pointy cloth hat, very wizardly... |
Earothel the Flashquarry (4 def, 7 armour) =CON 6=Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +2 Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +2 Dex / +6 Con Changes resistances: +15% fire / +2% physical Changes damage: +6% lightning Healing mod.: +15% A suit of armour made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 80 power out of 100/100. The very essence of bearness! |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
260 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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, costing 162 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 ChestPowered 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), costing 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. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sheesh the Cornac Mindslayer level 28
9th Decay 122nd year of Ascendancy at 00:33 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Sheesh the Cornac Mindslayer level 28
78th Haze 122nd year of Ascendancy at 03:09 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Sheesh the Cornac Mindslayer level 33
17th Pyre 123rd year of Ascendancy at 14:47 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Sheesh the Cornac Mindslayer level 32
26th Regrowth 123rd year of Ascendancy at 14:03 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Sheesh the Cornac Mindslayer level 23
66th Haze 122nd year of Ascendancy at 14:45 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Sheesh the Cornac Mindslayer level 19
19th Haze 122nd year of Ascendancy at 23:38 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Sheesh the Cornac Mindslayer level 30
6th Allure 123rd year of Ascendancy at 19:45 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Sheesh the Cornac Mindslayer level 19
35th Haze 122nd year of Ascendancy at 17:54 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sheesh the Cornac Mindslayer level 19
19th Haze 122nd year of Ascendancy at 23:18 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sheesh the Cornac Mindslayer level 31
10th Regrowth 123rd year of Ascendancy at 11:38 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Sheesh the Cornac Mindslayer level 23
67th Haze 122nd year of Ascendancy at 08:21 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Sheesh the Cornac Mindslayer level 28
2nd Wintertide 123rd year of Ascendancy at 22:41 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sheesh the Cornac Mindslayer level 10
10th Flare 122nd year of Ascendancy at 14:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sheesh the Cornac Mindslayer level 20
35th Haze 122nd year of Ascendancy at 17:54 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sheesh the Cornac Mindslayer level 30
5th Allure 123rd year of Ascendancy at 17:31 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sheesh the Cornac Mindslayer level 15
21st Dusk 122nd year of Ascendancy at 23:31 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sheesh the Cornac Mindslayer level 31
10th Regrowth 123rd year of Ascendancy at 17:58 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sheesh the Cornac Mindslayer level 31
23rd Regrowth 123rd year of Ascendancy at 05:17 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Sheesh the Cornac Mindslayer level 21
39th Haze 122nd year of Ascendancy at 06:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sheesh the Cornac Mindslayer level 9
1st Flare 122nd year of Ascendancy at 06:52 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sheesh the Cornac Mindslayer level 30
7th Regrowth 123rd year of Ascendancy at 01:02 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Sheesh the Cornac Mindslayer level 23
67th Haze 122nd year of Ascendancy at 03:22 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Sheesh the Cornac Mindslayer level 25
72nd Haze 122nd year of Ascendancy at 00:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sheesh the Cornac Mindslayer level 17
10th Haze 122nd year of Ascendancy at 13:52 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Sheesh the Cornac Mindslayer level 33
17th Pyre 123rd year of Ascendancy at 10:01 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sheesh the Cornac Mindslayer level 27
77th Haze 122nd year of Ascendancy at 14:33 see stats
Log
Sheesh hits Orc assassin for 5 nature, 4 light (8 total damage).
Sheesh hits Adariawen the orc warrior for (3 resist armour), 0 nature, (2 resist armour), 0 light (0 total damage).
Sheesh hits Something for 2 nature, 4 light, 34 lightning (41 total damage).
Sheesh killed Orc cryomancer!
Insidious Poison from Sheesh hits Orc assassin for 5 nature damage.
Insidious Poison from Sheesh hits Orc high cryomancer for 5 nature damage.
Orc assassin hits Sheesh for (40 absorbed), 0 physical, (15 absorbed), 0 physical (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Sheesh for (27 absorbed), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Adariawen the orc warrior for (30 resist armour), 0 fire (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Orc assassin for 46 fire damage.
Orc assassin is weakened by the darkness!
Talent Quick as Thought is ready to use.
Sheesh's Beyond the Flesh hits Adariawen the orc warrior for (3 resist armour), 0 darkness (0 total damage).
Sheesh's Beyond the Flesh hits Orc assassin for 211 physical, 5 nature, 4 darkness, 23 physical, 21 fire (264 total damage).
Deadly Poison from Orc assassin hits Sheesh for (48 absorbed), 0 nature (0 total damage).
You collect a new ingredient: orc heart (1).
Sheesh performs a melee critical strike against Orc assassin!
Sheesh hits Adariawen the orc warrior for (2 resist armour), 0 light (0 total damage).
Sheesh hits Orc assassin for 262 physical damage.
Orc high cryomancer is no longer poisoned.
Adariawen the orc warrior reloads.
Sheesh killed Orc assassin!
Adariawen the orc warrior shoots!
Your shield crumbles under the damage!
The shield around Sheesh crumbles.
Adariawen the orc warrior's Shoot hits Sheesh for (15 absorbed), 96 physical, 11 nature (107 total damage).
Adariawen the orc warrior's Shoot hits Sheesh for (108 absorbed), 0 physical (0 total damage).
Orc high pyromancer's cleansing fire area effect hits Adariawen the orc warrior for (30 resist armour), 0 fire (0 total damage).
Saving game...



























































































