













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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! 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. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 13 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Xanithra the orc warrior at level 12 on the 51st Dusk 122nd year of Ascendancy at 19:54 1 / 4Killed by Gadhessra the white worm mass at level 12 on the 53rd Dusk 122nd year of Ascendancy at 04:22 Killed by Ce'Nama the cold drake at level 13 on the 55th Dusk 122nd year of Ascendancy at 03:56 Killed by Rhea at level 13 on the 55th Dusk 122nd year of Ascendancy at 04:52 |
Primary Stats
| Strength | 40 (base 28) |
| Dexterity | 12 (base 11) |
| Constitution | 18 (base 10) |
| Magic | 42 (base 39) |
| Willpower | 12 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | 505/505 |
| Vim | 175/225 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 30 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 30 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Blight | +7% |
| Arcane | +16% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 18.335093952971 (47.857809501309%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 18 |
| Physical Save | 20 |
| Spell Save | 26 |
| Mental Save | 19 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Nature | + 3%( 70%) |
| Mind | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 24% |
| Bleed Resistance | 100% |
| Disarm Resistance | 21% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 57 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength 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 232 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed chunk of ghoul flesh. | 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Glaremarrow (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Defense +5 (+4 eff.) Resistance +3% nature Spell save +9 (+5 eff.) Mind save +3 (+2 eff.) Life +60.00 other ------- Light +3 A pair of boots made of leather. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | bladed iron helm of blood magic (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil offense ------ Spell Crit +2% Damage +7% blight +7% arcane defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. 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 112.2 Physical damage. If the attack hits, the target is confused (26% 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. |
| On hands | heroic iron gauntlets (0 def, 4 armour)1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +4 Fatigue +1% Mind save +6 (+3 eff.) Life +41.00 Unarmed combat: Weapon Damage 14.0 - 19.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +4 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Battle Shout 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of mindblast 'Sunqueen' [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Power +10 (+3 eff.) Damage +6% physical Ignore resists +15% light defense ------ Resistance +3% lightning Spell save +6 (+3 eff.) Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
| On fingers | Tulodir the Duathelhunter0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% arcane +3% darkness On-Hit (Melee): * 10% chance to reduce armor by 28% defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | acidic iron longsword of vileness (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 18 On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Sharp, long, and deadly. |
| Around waist | blurring rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Defense +8 (+6 eff.) Stealth +5 A belt that goes around your waist. |
| In off hand | iron longsword (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Aerosema the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold +3% mind +5% arcane Mind save +3 (+2 eff.) A suit of armour made of mail. |
Inventory
blink rune (range 4; phase 16; cd 12)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
grounding copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
starlit copper amulet of mastery (0.10 Corruption / Vile life)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% light +11% darkness Blind Resist +24% other ------- Masteries +0.10 Corruption/Vile life Amulets make your neck look great! |
Islosegawyn the Dourripper0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +6% temporal +3% darkness +3% fire Mind save +6 (+3 eff.) Healmod +5% Blind Resist +20% Cut Resist +10% Confus Resist +23% Knockbk Resist +10% Rings make your fingers look great! |
Voretira the Jetbloom (15-22 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +4 acid On-Hit, radius 1 +4 darkness On Hit: * 10% chance to reduce damage dealt by 12% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: defense ------ Resistance +6% mind +9% blight Massive two-handed battleaxes. |
iron battleaxe 'Aludodin' (15-22 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 arcane On-crit, radius 2 +4 arcane On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: Stats +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 18 defense ------ Resistance +9% blight Massive two-handed battleaxes. |
balanced iron mace of erosion (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature/Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +5 (+4 eff.) Disarm Resist +23% Blunt and deadly. |
iron mace (13-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
iron dagger 'Frostransom' (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +16 acid +8 mind On-Hit, radius 1 +8 acid +4 cold +5 fire While equipped: offense ------ Damage +9% cold defense ------ Resistance +3% acid Sharp, short and deadly. |
quiver of elm arrows 'Hailrot' (14/14, 12-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 12.5 - 17.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +3.0% Capacity 14 Projectile Speed +200% On-ranged-hit +14 fire +12 cold On-crit, radius 2 +11 fire On Hit: * 20% chance to reduce all saves and defense by 14 While equipped: other ------- Reload +2 Arrows are used with bows to pierce your foes to death. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rough leather belt 'Arcbore'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +6% light +3% blight +6% fire +6% nature +6% cold A belt that goes around your waist. |
Dayspiker the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +3% light Ignore resists +5% light When Hit 6 light 6 fire defense ------ Defense +1 (+1 eff.) Resistance +6% fire Mind save +7 (+4 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinith the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ When Hit 8 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 * 10% chance to reduce all saves and defense by 14 defense ------ Defense +1 (+1 eff.) Resistance +9% blight Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulamathel (6 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +6 (+5 eff.) Resistance +6% lightning +2% physical Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerakalthodan (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +15 (+5 eff.) defense ------ Armor +3 Fatigue -3% Physical save +5 (+2 eff.) other ------- Encumbrance +22 Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +3% arcane Accuracy +6 (+3 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +6 arcane On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Strikewell' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower/crit +2 Damage +11% darkness +6% blight Ignore resists +5% blight defense ------ Defense +1 (+1 eff.) Resistance +16% darkness +9% lightning other ------- Mana/turn +0.08 A pointy cloth hat, very wizardly... |
Radhikan the Shocknail (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% blight +3% fire +6% lightning Ignore resists +20% lightning defense ------ Defense +1 (+1 eff.) Resistance +11% blight other ------- Light +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Arcmortal' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +9% lightning +6% mind Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +6% fire Physical save +12 (+6 eff.) A cap made of leather. |
rough leather cap 'Vorunne' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Con defense ------ Armor +1 Fatigue +1% Resistance +5% cold other ------- Breathe water A cap made of leather. |
Xanerin the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Armor +3 Fatigue +5% Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
4 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. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
236 alchemist agate0.0 Encumbrance 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. |
brass lantern 'Betomitira'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Crit +5.0% Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Armor +4 Defense +10 (+7 eff.) Resistance +1% physical Mind save +7 (+4 eff.) other ------- Light +3 See Stealth +6 See Invis +7 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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +42.00 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
overpowered iron torque of gale force [power 145] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 154 physical damage Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lustreswift the steel torque of psionic shield [power 47] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +3% light +5% arcane Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rhea the Ghoul Reaver level 11
20th Dusk 122nd year of Ascendancy at 11:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rhea the Ghoul Reaver level 10
3rd Flare 122nd year of Ascendancy at 23:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rhea the Ghoul Reaver level 9
10th Mirth 122nd year of Ascendancy at 19:10 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Rhea the Ghoul Reaver level 9
3rd Summertide 122nd year of Ascendancy at 01:06 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Rhea the Ghoul Reaver level 13
55th Dusk 122nd year of Ascendancy at 04:52 see stats
Log
Acid Splash from Ce'Nama the cold drake hits Rhea for 17 acid damage.
Ce'Nama the cold drake casts Sun Ray.
Ce'Nama the cold drake's spell attains critical power!
Ce'Nama the cold drake hits Rhea for 177 light damage.
Rhea the level 13 ghoul reaver was sun baked to death by Ce'Nama the cold drake on level 3 of Scintillating Caves.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Nama the cold drake killed Rhea!
Saving game...
Saving done.
Resting starts...
Talent Bone Grab is ready to use.
Talent Virulent Strike is ready to use.
Talent Virulent Disease is ready to use.
Talent Catalepsy is ready to use.
Talent Epidemic is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Shielding is ready to use.
Talent Bone Shield is ready to use.
Rhea activates Bone Shield.
Talent Retch is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Ruin is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!












































































