










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Higher |
| Class | Corruptor |
| Level / Exp | 15 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by broken golem at level 3 on the 76th Pyre 122nd year of Ascendancy at 06:21 / 16Killed by ravaging entropic rip at level 6 on the 77th Pyre 122nd year of Ascendancy at 17:53 Killed by Gunsnake at level 7 on the 79th Pyre 122nd year of Ascendancy at 16:59 Killed by saw horror at level 8 on the 1st Mirth 122nd year of Ascendancy at 08:55 Killed by saw horror at level 8 on the 1st Mirth 122nd year of Ascendancy at 09:58 Killed by mecharachnid warrior at level 10 on the 5th Mirth 122nd year of Ascendancy at 00:35 Killed by The Withering Thing at level 12 on the 3rd Summertide 122nd year of Ascendancy at 11:31 Killed by decaying devourer at level 13 on the 19th Dusk 122nd year of Ascendancy at 04:12 Killed by bloated horror at level 13 on the 19th Dusk 122nd year of Ascendancy at 05:17 Killed by Dusron the giant at level 13 on the 19th Dusk 122nd year of Ascendancy at 06:34 Killed by Inceylai the human at level 13 on the 19th Dusk 122nd year of Ascendancy at 23:21 Killed by Kebr the human at level 13 on the 20th Dusk 122nd year of Ascendancy at 00:29 Killed by war hound at level 13 on the 20th Dusk 122nd year of Ascendancy at 01:39 Killed by Kebr the human at level 13 on the 20th Dusk 122nd year of Ascendancy at 03:12 Killed by Kebr the human at level 13 on the 20th Dusk 122nd year of Ascendancy at 04:45 Killed by Inceylai the human at level 13 on the 20th Dusk 122nd year of Ascendancy at 06:21 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 28 (base 28) |
| Magic | 46 (base 41) |
| Willpower | 14 (base 13) |
| Cunning | 16 (base 12) |
Resources
| Life | 473/473 |
| Steam | 100/100 |
| Vim | 148/164 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 8.3058167680313 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 1 |
| See Stealth | 35 |
| See Invisible | 37 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 12 |
| Crit Chance | 3% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Darkness | +14% |
| Blight | +15% |
| Physical | +6% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 27 |
| Mental Save | 10 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Acid | + 16%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 11%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 42% |
| Bleed Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
| Pinning Resistance | 44% |
| Poison Resistance | 30% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Dark Ritual |
| talent | Overkill |
| talent | Blood Fury |
| talent | Blood Vengeance |
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 successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed warg claw. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. * You've found the needed honey tree root. | 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 |
Equipment
| On feet | Blastcut the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +1 Fatigue -5% Resistance +9% lightning Physical save +5 (+2 eff.) Spell save +9 (+4 eff.) Life Regen +4.00 other ------- Encumbrance +20 A pair of boots made of leather. |
| Light source | Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Noonlash the linen wizard hat (1 def, 8 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Damage +11% acid +6% physical defense ------ Armor +8 Defense +1 (+1 eff.) Resistance +16% acid +3% nature other ------- Light +1 A pointy cloth hat, very wizardly... |
| Tool | 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. |
| On fingers | wizard's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +24.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +23% Rings make your fingers look great! |
| Around waist | Hellbreacher the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% fire Ignore resists +5% blight When Hit 2 fire On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal +3% fire +6% darkness +6% light A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 4.2 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 145.63 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (291). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | rough leather gloves 'Brightminister' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) On-Hit 6 darkness Damage +4% darkness Ignore Shields +10% When Hit 2 arcane defense ------ Armor +1 Resistance +5% darkness +3% light 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. |
| Main armor | duelist's rough leather armour of temporal resistance (6 def, 5 armour) 9.0 Encumbrance T1 light armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Dex defense ------ Armor +5 Defense +6 (+6 eff.) Fatigue +6% Resistance +16% temporal Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% A suit of armour made of leather. |
| Cloak | Pyreorder (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Str offense ------ When Hit 2 fire On-Hit (Melee): * 10% chance to slow global speed by 36% defense ------ Defense +1 (+1 eff.) Physical save +12 (+6 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the duelist (heal 142; 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 142 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 12; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 13 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steady elm longbow of lightning4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 lightning While equipped: offense ------ Physical Crit +2.0% Damage +12% lightning Accuracy +8 (+7 eff.) Longbows are used to shoot arrows at your foes. |
creative mossy mindstar (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty rough leather sling of acid4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 acid While equipped: Stats +1 Str offense ------ Physical Power +5 (+5 eff.) Damage +9% acid Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling of lightning4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +5 lightning While equipped: Stats +2 Str offense ------ Physical Power +6 (+5 eff.) Damage +10% lightning Slings are used to hurl stones or metal shots at your foes. |
elm vilestaff of might (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
Gorurain the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +30 (+17 eff.) Damage +3% acid +9% physical defense ------ Life Regen +0.90 Healmod +10% A belt that goes around your waist. |
Woevagrant the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +3% blight +10% fire +3% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 * 10% chance to reduce damage dealt by 10% defense ------ Resistance +15% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+6 eff.) defense ------ Armor +1 Fatigue +1% 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. |
Ivamira the iron helm (20 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +5.00% defense ------ Armor +3 Defense +20 (+13 eff.) Fatigue +5% Resistance +5% arcane +3% lightning Physical save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samurath the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+3 eff.) Damage +15% blight Ignore resists +15% blight +5% temporal On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Armor +3 Fatigue +5% Resistance +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego] Arcane While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% light +10% darkness A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
troll-hide rough leather armour of clarity (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Psionic While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +5% mind Mind save +12 (+11 eff.) Life +30.00 Life Regen +3.70 Healmod +11% A suit of armour made of leather. |
prismatic iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Arcane While equipped: defense ------ Armor +7 Fatigue +22% Resistance +10% light +11% darkness A suit of armour made of metal plates. |
quiver of elm arrows (15/15, 13-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 15 Arrows are used with bows to pierce your foes to death. |
4 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. |
75 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. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Radhorim the Rainlore (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% cold Ignore resists +5% mind +5% cold When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 11 defense ------ Fatigue -5% Resistance +9% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Blazerip' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +5.00% Mindpower +25 (+14 eff.) Damage +3% lightning Ignore resists +10% mind defense ------ Fatigue -5% Mind save +3 (+3 eff.) other ------- Psi when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Erelyldil2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Spell Crit +1% Critical power +10.00% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +6 (+6 eff.) other ------- Mana-on-crit +1.00 Light +3 See Stealth +7 See Invisibility +6 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. |
Zerineg the Tideclash2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +6% cold Ignore resists +5% blight +15% cold When Hit 10 fire 2 darkness 6 cold defense ------ Resistance +6% fire 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance 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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+3 eff.) Mindpower +3 (+3 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 35 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
3 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. |
5 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. |
7 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. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By Witte the Higher Corruptor level 10
3rd Mirth 122nd year of Ascendancy at 07:44 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Witte the Higher Corruptor level 7
78th Pyre 122nd year of Ascendancy at 11:47 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Witte the Higher Corruptor level 13
5th Flare 122nd year of Ascendancy at 05:39 see stats
Log
Talent Virulent Disease is ready to use.
Talent Blood Grasp is ready to use.
Talent Epidemic is ready to use.
Talent Corrosive Worm is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.95 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.70 gold pieces.
Witte picks up (d.): mighty rough leather sling of acid.
Ran for 5 turns (stop reason: at door).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Witte uses Create Tinker.
Created tinker: simple second skin
You attach simple second skin to your duelist's rough leather armour of temporal resistance (6 def, 5 armour) .
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Learnt new tinker schematic: Steamgun
Witte picks up (e.): mighty rough leather sling of lightning.
Learnt new tinker schematic: Unstoppable Force Salve
Witte picks up (a.): regeneration infusion of the duelist (heal 142; 16 cd).
Witte picks up (p.): troll-hide rough leather armour of clarity (3 def, 2 armour).
Ran for 6 turns (stop reason: at door).































































































