










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 30 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Blood Master at level 23 on the 25th Iron 123rd year of Ascendancy at 08:56 0 / 7Killed by elven cultist at level 26 on the 5th Steel 123rd year of Ascendancy at 09:41 Killed by Xidaba the skeleton warrior at level 26 on the 10th Steel 123rd year of Ascendancy at 02:42 Killed by dragonsfire trap at level 29 on the 41st Steel 123rd year of Ascendancy at 06:23 Killed by Glaselaith the greater faeros at level 30 on the 7th Gold 123rd year of Ascendancy at 17:24 Killed by Glaselaith the greater faeros at level 30 on the 7th Gold 123rd year of Ascendancy at 19:53 Killed by Solaris... Lunaris... at level 30 on the 7th Gold 123rd year of Ascendancy at 19:59 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 42 (base 36) |
| Magic | 85 (base 60) |
| Willpower | 25 (base 10) |
| Cunning | 45 (base 36) |
Resources
| Life | 984/984 |
| Positive | 137/137 |
| Negative | 137/137 |
| Paradox | 6 |
| Healing Factor | 1.233988003127 |
| Regeneration | 4.0104610101626 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -55% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 20 |
| Crit Chance | 16% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 24 |
| Crit Chance | 14% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | 0% |
| Darkness | +33% |
| Lightning | +22% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Cold | +8% |
| Lightning | +7% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 5 |
| Physical Save | 32 |
| Spell Save | 45 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 53%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 20%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 404 life over 5 turns. Its effects scale with your Magic 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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 305 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
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 successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Emelamina the cold drake. Escort: worried loremaster (level 2 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 26. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed storm wyrm claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within15 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Duathelserpent (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +4 Mag +1 Con dps ---------- Dmg.mod +10% lightning +3% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Light +1 Infravis +2 A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Gloremina' (15 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +15 (+5 eff.) Fatigue +3% Resists +1% physical Mind.save +8 (+3 eff.) Max.HP +116.00 Blind- +20% Poison- +20% Teleport- +20% Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | innervating steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
| On fingers | wizard's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +10 (+5 eff.) Apr +10 ----- def ----- Defense +13 (+4 eff.) Spell.save +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Mana/turn +0.11 Max.mana +27.00 Amulets make your neck look great! |
| In main hand | dragonbone magestaff 'Leludir' (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +16.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% darkness Res.pen +5% acid ----- def ----- Defense +11 (+4 eff.) Resists +5% arcane +3% nature +6% light Spell.save +9 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Toryrovor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Mag +2 Cun ----- def ----- Armour +6 Resists +5% fire +6% cold HP.reg +2.00 ---------- misc Light +1 A belt that goes around your waist. |
| In off hand | wyrm's thorny mindstar of storms (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +2 Mag +1 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 9 lightning 5 physical 5 fire 2 acid 2 cold Dmg.mod +6% lightning Res.pen +7% lightning ----- def ----- Resists +6% lightning +4% physical +4% cold +4% fire +4% acid ---------- misc 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. |
| Cloak | linen cloak 'Arcjam' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning Crit.dmg- 10.00% ---------- 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 | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
wild infusion of the sneak (res 27%; magical, physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 116; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 116 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. 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 |
copper amulet 'Star's kiss'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck +1 Mag dps ---------- Res.pen +10% light Acc +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +6% light +9% darkness Unseen.red 11% ---------- misc Infravis +2 Amulets make your neck look great! |
Huraleg =str=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +5% arcane Melee Ret 2 blight ----- def ----- Defense +20 (+7 eff.) Resists +6% acid +6% blight ---------- misc Light +1 Rings make your fingers look great! |
copper ring 'Unlightrend' =dex=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% darkness Res.pen +25% arcane +10% light Acc +8 (+4 eff.) Melee Ret 6 darkness ----- def ----- Resists +15% darkness Rings make your fingers look great! |
Bethada the gold ring =str=0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Str dps ---------- Phys.pwr +25 (+12 eff.) Dmg.mod +15% temporal Apr +4 ----- def ----- Defense +25 (+8 eff.) Resists +15% temporal Phys.save +6 (+3 eff.) Die.at -60.00 life Rings make your fingers look great! |
sneakthief's gold ring =dex=0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +7 (+3 eff.) Rings make your fingers look great! |
short elm starstaff of power (10-12 power, 2 apr, temporal element)5.0 T1 staff 1H weapon [Ego] Arcane/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: dps ---------- Spell.crit +1% Spell.pwr +8 (+3 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel dagger of rage (13-17 power, 6 apr) =str=1.0 T2 dagger 1H weapon [Ego+] Master Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +9 (+4 eff.) Sharp, short and deadly. |
stralite dagger 'Olyrobar' (28-36 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Arcane Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 arcane While equipped: Stats +9 Mag +8 Wil dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +9% mind Res.pen +20% arcane +20% temporal Melee Ret 2 temporal ----- def ----- Resists +5% arcane +12% temporal Sharp, short and deadly. |
stormwoven linen robe of frost (+5%) (0 def, 0 armour) =str=2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +6% physical +16% cold ----- def ----- Resists +5% lightning +22% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Anulathabar' (0 def, 0 armour) =con=2.0 T2 cloth armor [Rare] Disrupt While equipped: Stats +6 Con dps ---------- Res.pen +20% mind +10% physical On Melee Ret: * 5% chance to slow global speed by 46% * 5 arcane resource burn ----- def ----- Resists +9% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islidhenne (0 def, 0 armour) =30% lightning resist=2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +13% lightning +10% fire Phasing +10% ----- def ----- Resists +19% lightning +15% fire +11% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.13 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of the hero (6 def, 4 armour) =stats=9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +4 Cun ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +33.00 A suit of armour made of leather. |
Ariwen (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Wil +3 Cun dps ---------- Mind.crit +2% Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+2 eff.) Phys.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. |
Oakdeath (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Cun +4 Con dps ---------- Res.pen +20% nature +10% physical ----- def ----- Armour +1 Defense +5 (+2 eff.) Phys.save +13 (+6 eff.) Mind.save +10 (+4 eff.) A pair of boots made of leather. |
hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +2 Resists +7% light +6% darkness ---------- misc Infravis +1 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 light +16 darkness Starfall: Puts all charms on 20 cooldown Level 1.3 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 97.89 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating iron helm of the depths (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
11 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
9 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. |
6 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. |
3 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. |
8 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
219 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
Lisoldanne the Unlightstreak =str=1.0 T3 lite [Rare] Nature While equipped: Stats +7 Str +1 Dex +5 Wil +2 Con dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) ----- def ----- Resists +9% darkness ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zerozilarand the Offalraze1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +3% darkness +3% temporal Cut- +20% Silence- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
Skyquencher the steel torque of psionic shield [power 57] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +25 (+7 eff.) S.pwr/crit +6 Res.pen +25% lightning ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Setup a psionic shield, reducing all damage taken by 57 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 131 cold damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Solaris... Lunaris... the Dwarf Anorithil level 23
30th Iron 123rd year of Ascendancy at 21:57 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Solaris... Lunaris... the Dwarf Anorithil level 24
1st Steel 123rd year of Ascendancy at 08:58 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Solaris... Lunaris... the Dwarf Anorithil level 17
4th Wealth 122nd year of Ascendancy at 11:59 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Solaris... Lunaris... the Dwarf Anorithil level 23
31st Iron 123rd year of Ascendancy at 20:42 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Solaris... Lunaris... the Dwarf Anorithil level 19
17th Loss 122nd year of Ascendancy at 23:11 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Solaris... Lunaris... the Dwarf Anorithil level 28
20th Steel 123rd year of Ascendancy at 16:21 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Solaris... Lunaris... the Dwarf Anorithil level 29
37th Steel 123rd year of Ascendancy at 02:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Solaris... Lunaris... the Dwarf Anorithil level 10
1st Acquisition 122nd year of Ascendancy at 22:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Solaris... Lunaris... the Dwarf Anorithil level 20
6th Shortage 122nd year of Ascendancy at 20:46 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Solaris... Lunaris... the Dwarf Anorithil level 30
7th Gold 123rd year of Ascendancy at 07:59 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Solaris... Lunaris... the Dwarf Anorithil level 21
19th Shortage 122nd year of Ascendancy at 18:36 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Solaris... Lunaris... the Dwarf Anorithil level 21
26th Shortage 122nd year of Ascendancy at 00:03 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Solaris... Lunaris... the Dwarf Anorithil level 6
18th Voratun 122nd year of Ascendancy at 23:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Solaris... Lunaris... the Dwarf Anorithil level 10
1st Acquisition 122nd year of Ascendancy at 22:14 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Solaris... Lunaris... the Dwarf Anorithil level 23
25th Iron 123rd year of Ascendancy at 10:06 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Solaris... Lunaris... the Dwarf Anorithil level 15
27th Profit 122nd year of Ascendancy at 11:07 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Solaris... Lunaris... the Dwarf Anorithil level 30
7th Gold 123rd year of Ascendancy at 12:38 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Solaris... Lunaris... the Dwarf Anorithil level 28
20th Steel 123rd year of Ascendancy at 14:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Solaris... Lunaris... the Dwarf Anorithil level 20
8th Shortage 122nd year of Ascendancy at 22:37 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Solaris... Lunaris... the Dwarf Anorithil level 30
7th Gold 123rd year of Ascendancy at 19:59 see stats
Log
Solaris... Lunaris... instinctively hardens her skin and ignores the attack!
Solaris... Lunaris... repels an attack from Something.
Talent Resilience of the Dwarves is ready to use.
Something misses Solaris... Lunaris....
Something misses Solaris... Lunaris....
Something misses Solaris... Lunaris....
Solaris... Lunaris... recovers sight.
Glaselaith the greater faeros uses Shield Pummel.
Glaselaith the greater faeros misses Solaris... Lunaris....
Glaselaith the greater faeros misses Solaris... Lunaris....
Solaris... Lunaris... uses Resilience of the Dwarves.
Solaris... Lunaris...'s skin turns to stone.
Glaselaith the greater faeros casts Flame.
Glaselaith the greater faeros hits Solaris... Lunaris... for 65 fire damage.
Solaris... Lunaris... the level 30 dwarf anorithil was boiled to death by Glaselaith the greater faeros on level 2 of Mark of the Spellblaze.
Solaris... Lunaris... vanishes from sight.
You have no more lives left.
Solaris... Lunaris... is no longer invisible.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Glaselaith the greater faeros killed Solaris... Lunaris...!
Saving game...
Talent Precognition is ready to use.
Solaris... Lunaris... casts Precognition.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!




































































































