









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Better Item Description 1.7.4This 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 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:
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 | Demons |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Incantor of Flame |
| Level / Exp | 24 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by ancient dragon turtle at level 24 on the 85th Vengeance 123rd year of Ascendancy at 03:46 3 / 4Killed by ancient dragon turtle at level 24 on the 85th Vengeance 123rd year of Ascendancy at 05:30 Killed by Luryl the human at level 24 on the 127th Vengeance 123rd year of Ascendancy at 06:14 Killed by fawfaw at level 24 on the 127th Vengeance 123rd year of Ascendancy at 06:21 |
Primary Stats
| Strength | 53 (base 30) |
| Dexterity | 48 (base 35) |
| Constitution | 59 (base 10) |
| Magic | 58 (base 46) |
| Willpower | 34 (base 10) |
| Cunning | 40 (base 10) |
Resources
| Life | 1045/1045 |
| Mana | 381/381 |
| Stamina | 247/247 |
| Steam | 100/100 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 12.798614594859 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 40 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Fire | +10% |
| Temporal | +3% |
Offense: Damage Penetration
| Temporal | +10% |
| Fire | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 20 (38.594633868923%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 6.9238052216851 |
| Physical Save | 32 |
| Spell Save | 53 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 20%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 73%( 75%) |
| Temporal | + 22%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 27%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 23% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 20% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 19% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 82 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Combat techniques | 1.48 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Wildfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Tempered | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Spell / Divination | 1.43 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | active |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * You must bring down the dwarven kingdom of the Iron Throne. * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
| On feet | pair of iron boots 'Armozilasin' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +3% arcane Res.pen +10% temporal Melee Ret 2 arcane 2 temporal ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +23% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Hellswind'1.0 T3 lite [Rare] Arcane While equipped: Stats +4 Str +4 Dex +1 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Res.pen +25% fire ----- def ----- Resists +8% blight +9% fire +8% darkness ---------- misc Light +4 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 44 life. Creatures standing in the retch also have 18% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Resists +11% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 138.8 Physical damage. If the attack hits, the target is confused (38% 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 | temporal voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 8 temporal Ranged+ 6 temporal Dmg.mod +3% temporal ----- def ----- Armour +3 Fatigue +5% Resists +7% temporal 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. |
| Tool | iron torque of mindblast [power 100] (24/15 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 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Relgirahir0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Apr +1 ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +20% ---------- misc Equi/ret +0.04 Max.hate +8.00 Rings make your fingers look great! |
| On fingers | Unlightsquall the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Resists +6% darkness +3% fire Spell.save +24 (+7 eff.) Max.HP +60.00 Knockbk- +20% ---------- misc Max.stam +18.00 Rings make your fingers look great! |
| Around neck | Vorethra the Morbusspawn0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +6% blight +5% physical +3% cold HP.reg +2.00 ---------- misc Stam/turn +0.30 Masteries +0.18 Technique/Combat techniques +0.13 Spell/Divination Amulets make your neck look great! |
| In main hand | Silyvena (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +9 Mag +1 Wil +3 Con dps ---------- Phys.crit +6.0% Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Resists +6% darkness Sharp, long, and deadly. |
| Around waist | Galoblek the Balancetrencher1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Wil +9 Cun +7 Con dps ---------- Against +20% Summoned Melee Ret 6 nature ----- def ----- D.Red.from +23% Summoned ---------- misc Infravis +2 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Zanadunafast' (0 def, 6 armour, 32-38 power, 125.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +125 While equipped: Stats +1 Cun dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% Resists +5% arcane Crit.chn- 10.00% Max.HP +100.00 Blind- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Velira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +7 Dex +2 Mag +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven woollen robe of fire (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
dwarven-steel longsword 'Torchbile' (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +9% fire Res.pen +25% fire Acc +7 (+2 eff.) ----- def ----- Resists +6% lightning +3% darkness Sharp, long, and deadly. |
steel mace 'Korachik' (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 mind On Crit.r2 +12 fire On Hit: * 13% chance to reduce all saves and defense by 23 On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Cun +1 Wil dps ---------- All.spd +2% Res.pen +6% fire Apr +2 ----- def ----- Armour +6 Defense +10 (+4 eff.) Blunt and deadly. |
elm magestaff 'Shimmerream' (10-12 power, 2 apr, cold element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +3% physical +10% cold ----- def ----- Defense +10 (+4 eff.) Resists +3% lightning +2% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cracklefist the dwarven-steel steamsaw (30-45 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 On Hit.r1 +12 lightning On Hit: * 20 arcane resource burn Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Spell.save +6 (+2 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
icy dwarven-steel steamsaw of cold resistance (+16%) (23-35 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Uses 1.0 Steam While equipped: dps ---------- Melee+ 10 cold Melee Ret 6 ice ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +16% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Torasaldil1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Mag +3 Wil +1 Con dps ---------- Res.pen +15% acid ----- def ----- Max.HP +34.00 A belt that goes around your waist. |
Vorynn the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +3% acid +3% light Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +10% Disarm- +20% Knockbk- +10% A belt that goes around your waist. |
Glutta (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +7% fire +6% cold Crit.chn- 5.00% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
Erirand the Shimmerglamour (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +6% lightning +10% light +20% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Garakira the Shiveroozer (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +11% nature +12% cold Melee Ret 6 cold ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +3% fire ---------- misc Light +2 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Hathynik' (17 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Mind.crit +1% Dmg.mod +12% fire ----- def ----- Armour +4 Defense +17 (+7 eff.) Resists +2% physical +18% fire Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
Layolralaith the iron shield (0 def, 11 armour, 8-9 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +20 On Crit.r2 +4 physical While equipped: dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Armour +11 Fatigue +8% Die.at -60.00 life Max.HP +43.00 ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 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. |
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. |
2 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. |
4 opal0.0 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Vorarewyn (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.pwr +25 (+8 eff.) S.pwr/crit +2 Res.pen +25% arcane ----- def ----- Fatigue -5% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glyth the Shadeblur1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Res.pen +15% darkness +5% cold ----- def ----- Resists +6% temporal Mind.save +3 (+1 eff.) Knockbk- +20% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Voruvena2.0 T1 lite [Rare] Master While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+3 eff.) Res.pen +5% blight ----- def ----- Resists +5% arcane +3% acid Spell.save +3 (+1 eff.) ---------- misc Max.vim +30.00 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern 'Ebonysteel'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% darkness +12% mind Res.pen +10% darkness ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Psi/ret +0.04 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. |
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. |
Rod of Recall (1/1)2.0 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. |
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. |
elm totem of thorny skin [power 15] (24/20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By fawfaw the Ghoul Incantor of Flame level 10
74th Vengeance 123rd year of Ascendancy at 09:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By fawfaw the Ghoul Incantor of Flame level 20
83rd Vengeance 123rd year of Ascendancy at 06:58 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By fawfaw the Ghoul Incantor of Flame level 24
85th Vengeance 123rd year of Ascendancy at 03:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By fawfaw the Ghoul Incantor of Flame level 22
84th Vengeance 123rd year of Ascendancy at 22:23 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By fawfaw the Ghoul Incantor of Flame level 24
127th Vengeance 123rd year of Ascendancy at 06:21 see stats
Log
8]Hymn of Detection hits fawfaw for 18 fire, 23 darkness (42 total damage).
3]Fawfaw activates True Grit.
3]Something misses fawfaw.
6]You feel a surge of power as a powerful creature falls nearby.
6]Fawfaw resists the knockback!
6]fawfaw receives 59 healing from Something.
6]Something hits fawfaw for 9 fire, 14 light (24 total damage).
6]Something hits fawfaw for 6 fire, 9 light, 10 fire, 10 darkness (36 total damage).
6]Something hits fawfaw for 9 fire, 9 darkness (19 total damage).
8]Hymn of Detection hits fawfaw for 28 fire, 30 darkness (59 total damage).
0]Talent Block is ready to use.
0]Talent Forge Strike is ready to use.
3]Something hits fawfaw for 71 fire, 74 darkness (146 total damage).
4]Fawfaw deactivates Last Stand.
4]Fawfaw deactivates True Grit.
4]Ran for 1 turns (stop reason: taken damage).
4]You have 3 life(s) left.
4]You enter a zero gravity zone, beware!
4]From the brink of death you seem to be yanked to another plane.
4]Something hits fawfaw for 25 fire, 36 light (61 total damage).
4]fawfaw the level 24 ghoul incantor of flame was boiled to death by Luryl the human on level 1 of Dark Crypt.
4]Saving game...
4]Saving done.
0]Talent Rune: Shatter Afflictions is ready to use.
2]Ran for 2 turns (stop reason: interesting character).
2]Fawfaw prepares for the next kill!
2]Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!

































































































