











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Command Staff Tweak 1.7.5Alters the Command Staff talent effect. When you command a staff, it will change the attack damage type of the staff along with the damage increase type causing melee attacks made with the staff to be dealt as the chosen damage type. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | quick |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Anamage |
| Level / Exp | 23 / 26% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 9) |
| Dexterity | 9 (base 9) |
| Constitution | 13 (base 9) |
| Magic | 54 (base 52) |
| Willpower | 53 (base 47) |
| Cunning | 18 (base 15) |
Resources
| Life | 494/494 |
| Equilibrium | 30 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 8.5442963614072 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +6.13404301099% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.082562303769 |
| See Invisible | 30.082562303769 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 3 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 33 |
| Crit Chance | 9% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 18% |
| Speed | 0.94220475507227 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Fire | +10% |
| Darkness | +11% |
| Mind | +24% |
| Cold | +10% |
| Nature | +41% |
Offense: Damage Penetration
| Darkness | +25% |
| Light | +10% |
| Physical | +10% |
| Mind | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 2 |
| Physical Save | 28 |
| Spell Save | 42 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 16%( 70%) |
| Mind | + 12%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 22%( 70%) |
| Cold | + 12%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
| Poison Resistance | 50% |
| Knockback Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Blood of the Vine | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Favor of the Wood | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Acts of Nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Bones of the Earth | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Favor of the Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Natural Magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Hermetecism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Redemption of Magic | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Shielding Staff |
| talent | Woods Follow Fast |
| talent | Flying Stone |
| beneficial effect | Powerful vines join in the attack. (Current vines: 5, Maximum vines: 5) Growing Staff |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 40 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | wayfinding brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 10 mind defense ------ Resistance +5% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | insulating linen wizard hat of the citadel (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Defense +1 (+0 eff.) Resistance +5% fire +5% cold other ------- Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 3.20% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A pointy cloth hat, very wizardly... |
| On hands | Deloneg the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Mag offense ------ Spell Crit +2% Spellpower +10 (+4 eff.) Damage +15% mind defense ------ Armor +2 Spell save +9 (+3 eff.) Life Regen +3.00 other ------- Stamina/turn +1.00 Mana-on-crit +2.00 Max stamina +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psionic shield [power 47] (20 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of war0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Physical save +8 (+4 eff.) Spell save +9 (+3 eff.) Mind save +7 (+2 eff.) Talents granted by this ego do not have their typical weapon type requirements. Skullcracker: Effective talent level: 1.0 Power cost 24 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 22.1 Physical damage. If the attack hits, the target is confused (24% effect) for 4 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. Rings make your fingers look great! |
| On fingers | Scorchrage0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Spell Crit +5% Damage +3% mind When Hit 4 mind defense ------ Resistance +6% fire Life +22.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +26% other ------- Vim-on-crit +2.00 Max vim +10.00 Rings make your fingers look great! |
| Around neck | Cloudprophet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ On-Hit (Melee): * 20% chance to reduce armor by 36% other ------- See Invisibility +3 Amulets make your neck look great! |
| In main hand | Kor's Fall (reclaimed)5.0 Encumbrance T1 staff 1H weapon [Unique] Nature/Disrupt Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Reclaim Staff Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +0% lightning +0% physical +10% fire +10% cold +0% mind +20% nature other ------- See Invisibility +2 Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. This staff has now been reclaimed for Nature, and will no longer serve arcane purposes. |
| Around waist | rough leather belt 'Blindpiercer'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Str offense ------ Mindpower +3 (+1 eff.) Ignore resists +25% darkness defense ------ Armor +4 Physical save +7 (+4 eff.) Unlife -40.00 life other ------- Stamina/turn +2.00 A belt that goes around your waist. |
| In off hand | Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 124.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Cloak of Ten Thousand Leaves (6 def, 0 armour) Cloak of Ten Thousand Leaves (6 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Nature While equipped: offense ------ Damage +11% darkness +11% nature defense ------ Defense +6 (+3 eff.) Resistance +16% darkness Affinity +11% nature other ------- Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 2.6% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 24 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
| Main armor | Daytyphoon the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +6% acid Ignore resists +10% light +5% mind When Hit 2 mind defense ------ Resistance +9% acid +7% all Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 46; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 46 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 40; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 172; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 80; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 121; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 122; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 122 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
grounding steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% lightning Stun Resist +26% Amulets make your neck look great! |
warrior's steel amulet of mastery (0.16 Wild-gift / Natural Magic)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Masteries +0.16 Wild-gift/Natural Magic Amulets make your neck look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 40 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
rogue's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% cold defense ------ Defense +4 (+2 eff.) Resistance +22% cold Rings make your fingers look great! |
Eclipse (reclaimed)5.0 Encumbrance T2 staff 1H weapon [Unique] Nature/Disrupt Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Reclaim Staff Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% lightning +15% physical +15% fire +15% cold +0% mind +0% nature other ------- Positive/turn +0.10 EQ when Hit +0.70 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. This staff has now been reclaimed for Nature, and will no longer serve arcane purposes. |
Staff of Destruction (reclaimed)5.0 Encumbrance T3 staff 1H weapon [Unique] Nature/Disrupt Weapon Damage 121% Range: 1.0x-1.2x Uses 100% Mag Damage Physical Mastery Reclaim Staff Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+4 eff.) Damage +20% lightning +20% physical +20% fire +20% cold +0% mind +0% nature This unique-looking staff is carved with runes of destruction. This staff has now been reclaimed for Nature, and will no longer serve arcane purposes. |
antimagic staff5.0 Encumbrance T1 staff 1H weapon [Normal] Nature/Disrupt Weapon Damage 100% Range: 1.0x-1.1x Uses 80% Mag Damage Physical Ignore Armor +2 Critical Rate +2.5% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +5% nature +5% physical Staves designed by reformed wizards, for the destruction of all magic. |
Erelyndur the Carrionspiker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% fire Ignore resists +10% nature Accuracy +7 (+7 eff.) When Hit 4 cold On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +2 Fatigue +3% Resistance +6% nature +6% cold Physical save +6 (+3 eff.) Mind save +7 (+2 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Gledheth (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Wil +1 Con offense ------ Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% A cap made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+6 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
------Player Action End------
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------Player Action Start------
------Game Turn Changed!------
------Player Action End------
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------Player Action Start------
Resting starts...
------Game Turn Changed!------
Navon's seems less tough.
------Player Action End------
------Game Turn Changed!------
Talent Greentide is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
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Navon is no longer attuned.
There is a portal here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a portal here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
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QUICK Campaign Zones
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Norgos Lair
Scintillating Caves: Twisted
The Maze: Collapsed
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QUICK Campaign Perks
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1: Infusion: Healing
2: Category: Antimagic
3: Artifact: Kor's Fall




























































