












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. 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. 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: 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:
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: 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 | Halfling |
| Class | Skirmisher |
| Level / Exp | 25 / 33% |
| Size | small |
| Lifes / Deaths | Killed by elven blood mage at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 23:00 2 / 4Killed by Xerana the elven blood mage at level 25 on the 74th Regrowth 123rd year of Ascendancy at 06:23 Killed by elven cultist at level 25 on the 74th Regrowth 123rd year of Ascendancy at 13:35 Killed by elven cultist at level 25 on the 74th Regrowth 123rd year of Ascendancy at 14:10 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 70 (base 55) |
| Constitution | 17 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 37 (base 11) |
| Cunning | 67 (base 48) |
Resources
| Life | 590/590 |
| Stamina | 252/252 |
| Healing Factor | 1.162941519274 |
| Regeneration | 4.3610306972774 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 42.470072216238 |
| See Invisible | 54.470072216238 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 59 |
| Crit Chance | 35% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +17% |
| Light | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.764593763945 (78.356353989015%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 19 |
| Mental Save | 40 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 51% |
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 10% |
| Silence Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 38 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 655% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | 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 talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 2 of Daikara) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within8 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 | undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +21% Stun/Frz- +20% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
| Quiver | barbed pouch of stralite shots of accuracy (15/18, 52-63 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +10 Apr +5 Crit +14.5% Capacity 18 On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Isanne'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +1% physical Phys.save +6 (+3 eff.) Heal.mod +10% Disease- +10% Disarm- +10% Confus- +20% ---------- 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. |
| On head | Emyleba the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +12 Wil dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +5% physical Phys.save +5 (+3 eff.) A cap made of leather. |
| On hands | hardened leather gloves 'Moldsteel' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +15 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +9% nature +6% mind Poison- +10% Confus- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of mindblast [power 105] (10/13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eclipsequeen0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +10% darkness ---------- misc Hate/m.crit +1.00 Light +2 See.Invis +12 Rings make your fingers look great! |
| On fingers | rogue's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Melee+ 19 light Ranged+ 17 light Dmg.mod +12% light ----- def ----- Defense +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Mirebreak4.0 T4 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +14 acid +8 nature On Crit.r2 +16 cold While equipped: dps ---------- Dmg.mod +17% acid +9% nature Melee Ret 10 nature ----- def ----- Defense +20 (+5 eff.) Resists +12% temporal Mind.save +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +7 Cun +7 Lck dps ---------- Against +22% Summoned ----- def ----- D.Red.from +19% Summoned Stealth +7 ---------- misc T.Disarm +14 Infravis +3 A belt that goes around your waist. |
| In off hand | Aeralle the Phoenixobeisance (0 def, 6 armour, 28-34 power, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Fatigue +8% Resists +9% temporal +3% fire +6% nature +3% light Max.HP +48.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Glutha' (9 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Wil +1 Con ----- def ----- Defense +9 (+2 eff.) Resists +3% light +3% temporal Phys.save +6 (+3 eff.) Mind.save +17 (+6 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +17% fire HP.reg +3.50 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
heroism infusion (die at -119; dur 6; cd 32)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -119 life. The duration and life will increase by 1% for every 1% life you have lost (currently 119 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -340; dur 7; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -340 life. The duration and life will increase by 1% for every 1% life you have lost (currently 340 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the titan (absorb 89; cd 16)0.1 rune scroll [Ego] Arcane 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 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 89 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 |
grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
protective steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Armour +4 Defense +5 (+1 eff.) Res.Cap +2% all Phys.save +10 (+5 eff.) ---------- misc Mana/turn +0.10 Max.mana +24.00 Amulets make your neck look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
stormbringer's stralite dagger of erosion (31-40 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +13 lightning +15 cold While equipped: dps ---------- Mov.spd +28% Res.pen +5% lightning +12% cold Sharp, short and deadly. |
Blindstrider4.0 T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +3.0% ----- def ----- Resists +12% darkness ---------- misc Stam/turn +3.00 Slings are used to hurl stones or metal shots at your foes. |
penetrating cured leather sling of piercing4.0 T2 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +6% all +8% physical Acc +7 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
flaming pouch of iron shots (22/22, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 On Hit.r1 +5 fire Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots of accuracy (21/21, 22-27 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 21 Rld cld 5 Shots are used with slings to pummel your foes to death. |
Islatira the Corpsespitter (11 def, 10 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +15% nature ----- def ----- Armour +10 Defense +11 (+3 eff.) Fatigue +7% Resists +6% acid +21% cold +3% nature Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Salekira (43 def, 11 armour)9.0 T4 light armor Reqs Str 18 [Rare] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +11 Defense +43 (+10 eff.) Fatigue +8% Resists +12% temporal Crit.dmg- 10.00% Phys.save +13 (+7 eff.) Max.HP +40.00 Blind- +20% A suit of armour made of leather. |
Zubylle1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Con dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +6 Resists +3% nature +3% light Phys.save +6 (+3 eff.) ---------- misc Light +1 A belt that goes around your waist. |
rough leather belt 'Frostking'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +15% cold ----- def ----- Resists +12% acid +6% cold Spell.save +6 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Islariwyn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +1 Wil +1 Cun +4 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% acid Max.HP +31.00 ---------- misc Infravis +1 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmking (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Armour +1 Fatigue -5% Resists +9% lightning +3% darkness Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +3% nature Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% nature 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. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 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. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) Melee+ 8 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Resists +5% arcane Mind.save +7 (+2 eff.) Max.HP +47.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
Barudodan (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 10.00% Phys.save +20 (+10 eff.) Die.at -60.00 life A cap made of leather. |
12 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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
17 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. |
7 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. |
3 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. |
7 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
310 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. |
Tuleran the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +5% arcane +15% cold ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By SLINGTIMEBABY the Halfling Skirmisher level 22
71st Haze 122nd year of Ascendancy at 07:13 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SLINGTIMEBABY the Halfling Skirmisher level 15
34th Dusk 122nd year of Ascendancy at 00:15 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By SLINGTIMEBABY the Halfling Skirmisher level 20
66th Haze 122nd year of Ascendancy at 23:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SLINGTIMEBABY the Halfling Skirmisher level 19
57th Haze 122nd year of Ascendancy at 11:04 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SLINGTIMEBABY the Halfling Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 22:59 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SLINGTIMEBABY the Halfling Skirmisher level 20
59th Haze 122nd year of Ascendancy at 07:16 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SLINGTIMEBABY the Halfling Skirmisher level 23
9th Decay 122nd year of Ascendancy at 11:29 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SLINGTIMEBABY the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 13:30 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 SLINGTIMEBABY the Halfling Skirmisher level 23
33rd Regrowth 123rd year of Ascendancy at 13:51 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SLINGTIMEBABY the Halfling Skirmisher level 14
5th Dusk 122nd year of Ascendancy at 17:43 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By SLINGTIMEBABY the Halfling Skirmisher level 23
32nd Regrowth 123rd year of Ascendancy at 16:50 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By SLINGTIMEBABY the Halfling Skirmisher level 24
69th Regrowth 123rd year of Ascendancy at 15:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SLINGTIMEBABY the Halfling Skirmisher level 16
42nd Haze 122nd year of Ascendancy at 14:29 see stats
Log
Elven corruptor casts Grace of the Eternals.
Elven corruptor speeds up.
Elven blood mage casts Drain.
SLINGTIMEBABY reacts to damage from Elven blood mage, mitigating the blow!.
Elven blood mage hits SLINGTIMEBABY for (27 flat reduction), (49 reacted , -4 stam), 139 blight (139 total damage).
SLINGTIMEBABY uses Infusion: Movement.
SLINGTIMEBABY is moving at extreme speed!
SLINGTIMEBABY casts Rune: Shatter Afflictions.
SLINGTIMEBABY slows down.
SLINGTIMEBABY uses Infusion: Regeneration.
SLINGTIMEBABY starts regenerating health quickly.
Elven corruptor casts Timeless.
Deep Wound from SLINGTIMEBABY hits Elven cultist for 25 physical damage.
Bleeding from SLINGTIMEBABY hits Elven cultist for 15 physical damage.
Bleeding from SLINGTIMEBABY hits Ce'Nessra the ogre guard for 6 physical damage.
Deadly Poison from SLINGTIMEBABY hits Elven cultist for 18 nature damage.
Deep Wound from SLINGTIMEBABY hits Ce'Nessra the ogre guard for 49 physical damage.
Deadly Poison from SLINGTIMEBABY hits Ce'Nessra the ogre guard for 20 nature damage.
SLINGTIMEBABY reacts to damage from Elven cultist's Soul Rot, mitigating the blow!.
SLINGTIMEBABY is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits SLINGTIMEBABY for (27 flat reduction), (53 reacted , -4 stam), 150 blight (150 total damage).
Elven cultist casts Drain.
SLINGTIMEBABY reacts to damage from Elven cultist, mitigating the blow!.
Elven cultist hits SLINGTIMEBABY for (27 flat reduction), (46 reacted , -4 stam), 133 blight (133 total damage).
SLINGTIMEBABY the level 25 halfling skirmisher was tainted to death by an elven cultist on level 2 of Dark crypt.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist killed SLINGTIMEBABY!





























































































