










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Ashes of Urh'Rok 1.7.0Official 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:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.0Donators/Buyers bonus! Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. 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 Use Alchemist Gems From Inventory 1.7.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Auto-Rotate Auras/Shields 1.7.0Adds game options "Gameplay | Auto-rotate auras" and "Gameplay | Auto-rotate shields", which will make an effort to ensure that you have the game maximum of two aura or shield talents from the Psionic/Projection resp. Psionic/Absorption trees active at once. In particular, any time you deactivate/spike one of these talents, or one comes off cooldown, the game will attempt to activate other available related talents, in the order you specify. Forbidden Cults 1.7.0Official 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 | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 25 / 18% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 55 (base 45) |
| Magic | 65 (base 55) |
| Willpower | 30 (base 13) |
| Cunning | 14 (base 14) |
Resources
| Life | 229/280 |
| Mana | 282/328 |
| Steam | 100/100 |
| Soul | 11/11 |
| Healing Factor | 1.304935892727 |
| Regeneration | 0.32623397318174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 10 |
| See Stealth | 32.342941493866 |
| See Invisible | 32.342941493866 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 4 |
| Crit Chance | 4% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +7% |
| Fire | +10% |
| Physical | +10% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +11% |
| Cold | +16% |
| Temporal | +11% |
Defense: Base
| Armour (hardiness) | 29 (66.69962066283%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 35 |
| Mental Save | 23 |
Defense: Resistances
| Fire | + 36%( 70%) |
| Darkness | + 58%( 70%) |
| Nature | + 38%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 42%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Bleed Resistance | 0% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 40 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 821% for 10 turns (99 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 86 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 Magic stat. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reaping |
| talent | Spikes of Decrepitude |
| talent | Chant of Fortress |
| talent | Hiemal Shield |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 unlocked the training room. * 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: 60. | 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. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of iron boots of void walking (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +11% darkness +11% temporal ----- def ----- Armour +5 Fatigue +2% Resists +11% darkness +10% temporal Def/telep +10 Res/telep +11% Dur/telep +12% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Arilathagund2.0 T1 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +5% physical Apr +5 ----- def ----- Die.at -40.00 life ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) =wil 4=3.0 T2 head armor Reqs Heavy armour training [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 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | focusing iron torque of mindblast [power 100] (11 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| Around waist | reinforced hardened leather belt of magery =wil 6=1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +7 Defense +8 (+4 eff.) Phys.save +11 (+4 eff.) A belt that goes around your waist. |
| In main hand | surging ash magestaff of breaching (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% cold Res.pen +8% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour) =wil 5=1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Disarm- +90% ---------- misc Talents +4 Iron Grip Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 17 out of 9/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 124.05 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Isowe the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con ----- def ----- Defense +3 (+2 eff.) Resists +9% blight +10% cold +3% darkness +10% nature Die.at -80.00 life ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Amidunathad0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +2 Mag dps ---------- Crit.mult +15.00% Melee+ 9 light 7 darkness Dmg.mod +7% light +6% darkness Melee Ret 4 blight On Melee Ret: * 7% chance to blind * 6% chance to reduce damage dealt by 14% ---------- misc Infravis +2 Amulets make your neck look great! |
Inventory
copper amulet of dexterity (+2) =dex 2=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
conjurer's steel ring =wil 5=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Rings make your fingers look great! |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +6% blight +11% all Max.HP +54.00 HP.reg +2.60 Heal.mod +15% Poison- +30% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Tempesttreason' (0 def, 0 armour)2.0 T4 cloth armor [Rare] Nature While equipped: Stats +6 Cun +2 Wil dps ---------- Dmg.mod +6% lightning +10% physical ----- def ----- Resists +10% physical +6% fire +13% all ---------- misc Equi/ret +0.20 Psi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
noble's hardened leather belt =wil 5 cun 5=1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +24% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
linen cloak 'Frozenseam' (1 def, 5 armour) =wil 2=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Wil +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +0% nature +28% cold ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sunstalker' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +9% light +9% physical ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +0% nature +0% cold Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour) =cun 2 dex 3=2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of the Shaloren (2 def, 0 armour) =wil 5=2.0 T3 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +5 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +13.00% Acc +7 (+7 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Resists +0% nature +0% cold Spell.save +6 (+3 eff.) Stealth +7 ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hiladas (0 def, 6 armour) =wil 9 cun 2 dex 4 light 3=2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +9 Wil +3 Cun ----- def ----- Armour +6 Crit.dmg- 10.00% Phys.save +8 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Silence- +28% Confus- +36% Stun/Frz- +31% ---------- misc Light +3 Infravis +2 A pair of boots made of leather. |
Balodas (7 def, 4 armour) =dex 9=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Dex +2 Wil +2 Cun dps ---------- Melee Ret 10 acid ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour) =dex 3=1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +3% fire Acc +12 (+12 eff.) ----- def ----- Armour +2 Resists +5% fire Disarm- +0% Unarmed combat: Power 117% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Eilinuwe' (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +10 (+5 eff.) Fatigue +3% Resists +12% temporal Phys.save +12 (+4 eff.) Die.at -80.00 life HP.reg +4.00 Disarm- +0% ---------- misc Stam/turn +1.10 Max.stam +15.00 Max.psi +20.00 Unarmed combat: Power 116% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Sparkveil' (1 def, 0 armour) =light 2=2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +9% lightning Res.pen +5% lightning +5% fire Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning ---------- misc Psi/turn +0.10 Light +2 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
cashmere wizard hat of knowledge (2 def, 0 armour) =wil 4 cun 5=2.0 T3 head armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
Singeraven the drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +12% fire Melee Ret 10 acid 4 cold ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +11% physical +9% cold Phys.save +8 (+3 eff.) A hat made of leather. Very stylish. |
Ragigund (0 def, 1 armour) =str 4=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Mag +3 Con dps ---------- Mind.crit +1% Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Ariyamina' (0 def, 1 armour) =dex 4=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Con dps ---------- Phys.pwr +14 (+7 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +9 (+3 eff.) ---------- misc Stam/turn +1.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
rough leather cap 'Bokeyaleg' (0 def, 1 armour) =wil 5 light 1=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +2 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% temporal ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal ---------- misc Light +1 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Aletta's Diadem (0 def, 0 armour) =wil 4 cun 4=2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Psychic Lobotomy: Level 3.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 55.84 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (22% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
bladed dwarven-steel helm of the depths (0 def, 4 armour) =water=3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +6% cold ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Breathe water Skullcracker: Puts all charms on 14 cooldown Level 3.6 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 138.4 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
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. |
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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
48 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. |
Darkpython the brass lantern =wil 4=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +1 Mag dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial =keep=1.0 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.(84 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Belenn the Glowfoe (dig speed 37 turns) =str 3=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light Melee Ret 2 acid ----- def ----- Armour +2 Fatigue -5% Phys.save +9 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =keep=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One =wil 5=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 14 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 6 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. |
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. |
Rod of Dissipation (1/1) =keep= Rod of Dissipation (1/1) =keep=2.0 rod charm [Unique] Arcane Rune: Dissipation: Level 1.0 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. A golden-hued rod given to you by Linaniil, with an elaborate rune inscribed on it near the top end. In the vicinity of the rune, magic feels slightly unstable. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
innervating steel torque of clear mind [power 2] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 cooldown 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Torchking [power 182] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- S.pwr/crit +8 Dmg.mod +6% arcane Res.pen +20% blight +10% fire Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of lightning storm [power 170] (11 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 11 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of conjuration [power 210] (11 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 210 acid damage Puts all charms on 11 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of shielding [power 272] (14 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Elna the Cornac Necromancer level 16
62nd Dusk 122nd year of Ascendancy at 22:30 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Elna the Cornac Necromancer level 21
21st Regrowth 123rd year of Ascendancy at 04:26 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elna the Cornac Necromancer level 22
23rd Regrowth 123rd year of Ascendancy at 00:39 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elna the Cornac Necromancer level 22
25th Regrowth 123rd year of Ascendancy at 05:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Elna the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 03:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Elna the Cornac Necromancer level 20
2nd Wintertide 123rd year of Ascendancy at 22:58 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Elna the Cornac Necromancer level 23
62nd Regrowth 123rd year of Ascendancy at 15:38 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Elna the Cornac Necromancer level 16
63rd Haze 122nd year of Ascendancy at 10:59 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Elna the Cornac Necromancer level 10
11st Dusk 122nd year of Ascendancy at 17:52 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Elna the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 03:34 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Elna the Cornac Necromancer level 24
66th Pyre 123rd year of Ascendancy at 05:19 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Elna the Cornac Necromancer level 10
1st Summertide 122nd year of Ascendancy at 09:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Elna the Cornac Necromancer level 18
10th Decay 122nd year of Ascendancy at 18:15 see stats
Log
Elna casts Torture Souls.
Vorema the shivgoroth HEALS from cold damage!
Greater shivgoroth HEALS from cold damage!
Elna hits Vorema the shivgoroth for (12 flat reduction), 19 cold, 61 healing, (12 flat reduction), 60 darkness (79 total damage) [61 healing].
Elna hits Greater shivgoroth for 12 cold, 57 healing, 62 darkness (74 total damage) [57 healing].
Vorema the shivgoroth uses Double Shots.
Burning from Elna hits Ghoul for 25 fire damage.
Ghoul is stunned!
Vorema the shivgoroth casts Curse of Death.
Ghoul shrugs off Vorema the shivgoroth's 'Curse of Death'!
Vorema the shivgoroth HEALS from cold damage!
Greater shivgoroth HEALS from cold damage!
Greater shivgoroth's glacial vapour area effect hits Elna for (20 absorbed), 10 cold (10 total damage).
Vorema the shivgoroth's Double Shots hits Ghoul for 67 physical damage.
Vorema the shivgoroth's glacial vapour area effect hits Vorema the shivgoroth for (7 flat reduction), 0 cold, 17 healing (0 total damage) [17 healing].
Vorema the shivgoroth's glacial vapour area effect hits Greater shivgoroth for 1 cold, 16 healing (1 total damage) [16 healing].
Vorema the shivgoroth's Double Shots hits Ghoul for 65 physical damage.
Vorema the shivgoroth's Double Shots killed Ghoul!
Burning from Elna hits Greater shivgoroth for 27 fire damage.
Elna casts Water Jet.
Greater shivgoroth resists the stun!
Greater shivgoroth HEALS from cold damage!
Elna's Hiemal Shield hits Greater shivgoroth for 6 cold, 28 healing, 6 cold, 27 healing (11 total damage) [55 healing].
Talent Invoke Darkness is ready to use.
Vorema the shivgoroth HEALS from cold damage!
Greater shivgoroth HEALS from cold damage!
Spikes of Decrepitude hits Vorema the shivgoroth for (6 flat reduction), 0 cold, 11 healing, (12 flat reduction), 1 darkness (1 total damage) [11 healing].
Spikes of Decrepitude hits Greater shivgoroth for 2 cold, 10 healing, 11 darkness (14 total damage) [10 healing].
Vorema the shivgoroth strafes with his steamguns!

















































































































