















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Sawbutcher |
| Level / Exp | 12 / 91% |
| Size | big |
| Lifes / Deaths | Killed by Araor the shalore at level 12 on the 16th Dusk 122nd year of Ascendancy at 22:54 3 / 2Killed by Doomer at level 12 on the 16th Dusk 122nd year of Ascendancy at 22:59 |
Primary Stats
| Strength | 47 (base 37) |
| Dexterity | 20 (base 10) |
| Constitution | 37 (base 11) |
| Magic | 22 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 50 (base 27) |
Resources
| Life | 491/491 |
| Steam | 100/100 |
| Healing Factor | 1.345652173913 |
| Regeneration | 4.1042391304348 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 42.375715479246 |
| See Invisible | 42.375715479246 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 37 |
| Crit Chance | 26% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 37 |
| Crit Chance | 23% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +16% |
| Fire | +14% |
| Mind | +3% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +15% |
| Mind | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 55.08934837382 (86.030927835052%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 37 |
| Physical Save | 44 |
| Spell Save | 14 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 6%( 76%) |
| Blight | + 18%( 76%) |
| Mind | + 3%( 76%) |
| All | 0%( 76%) |
| Lightning | + 32%( 76%) |
| Light | + 20%( 76%) |
| Temporal | + 20%( 76%) |
| Fire | + 28%( 76%) |
| Nature | + 27%( 76%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 10% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 |
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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Betudaba the Chargeravage (0 def, 4 armour) 3.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +10% Apr +6 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue -2% Resists +23% lightning +10% temporal +3% mind Max.HP +30.00 ---------- misc Stam/turn +0.40 Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +41.00 Blind- +20% Confus- +10% ---------- misc Light +6 See.Stealth +6 See.Invis +6 Track: Puts all charms on 40 cooldown Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. 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 | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Cun +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +6 (+3 eff.) Resists +20% light Rings can have magical properties. |
| On fingers | Glintterror0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% light +14% fire Res.pen +10% mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +28% fire Mind.save +38 (+13 eff.) ---------- misc Light +3 Rings can have magical properties. |
| Around neck | Blazemortal0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +7 Mag +8 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind +3% lightning Res.pen +15% lightning +10% mind Melee Ret 16 lightning ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue -8% Resists +9% lightning Res.Cap +6% all Phys.save +27 (+9 eff.) HP.reg +0.90 ---------- misc Stam/turn +1.40 Amulets can have magical properties. |
| In main hand | Ashtrail (41.5-62.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Nature/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +99 On Hit.r1 +12 acid Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +19 (+5 eff.) Res.pen +15% acid +15% physical Melee Ret 4 acid 8 fire ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +18% blight +16% nature +6% acid Disarm- +30% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | monstrous rough leather belt1.0 T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | insidious steel steamsaw of temporal resistance (+10%) (15.5-23.25 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +14 insidious poison Uses 1.0 Steam While equipped: dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +10% temporal ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel plate armour of Eyal (5 def, 11 armour)17.0 T3 massive armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Mind.save +14 (+5 eff.) Max.HP +48.00 HP.reg +1.90 Heal.mod +15% A suit of armour made of metal plates. |
Inventory
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 57)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) Rings can have magical properties. |
steel battleaxe 'Gossra' (18.5-27.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Psionic Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 insidious poison On Hit.r1 +8 acid On Hit: * 25% chance to put talents on cooldown While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +3% arcane ----- def ----- Resists +5% arcane Massive two-handed battleaxes. |
acidic stralite longsword of vileness (33.5-46.9 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 blight +7 acid On Hit: * 13% chance to disease On Crit: * splashes the target with acid Sharp, long, and deadly. |
flaming iron steamsaw of massacre (17-25.5 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
bladed dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 190.4 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +21% fire HP.reg +2.40 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
stralite shield of acid resistance (+19%) (10 def, 2 armour, 150 block)7.0 T4 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +19% acid ---------- misc Talents +4 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 278/400 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 132] simple healing salve [power 132]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 132 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
warded elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +1 nature +1 light Talents +1 Ward Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doomer the Doomelf Sawbutcher level 10
2nd Summertide 122nd year of Ascendancy at 10:15 see stats
Hell has no fury like a demon scorned! (Madness (Adventure) difficulty)
Escaped the Searing Halls.By Doomer the Doomelf Sawbutcher level 9
77th Pyre 122nd year of Ascendancy at 14:26 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Doomer the Doomelf Sawbutcher level 10
2nd Summertide 122nd year of Ascendancy at 10:15 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Doomer the Doomelf Sawbutcher level 10
6th Flare 122nd year of Ascendancy at 16:54 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Doomer the Doomelf Sawbutcher level 10
8th Flare 122nd year of Ascendancy at 00:24 see stats
Log
Doomer picks up (b.): teleportation rune (range 57).
Doomer picks up (g.): rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour).
Doomer picks up (h.): stralite shield of acid resistance (+19%) (10 def, 2 armour, 150 block).
Doomer picks up (e.): acidic stralite longsword of vileness (33.5-46.9 power, 5 apr).
Araor the shalore uses Shadow Shot.
Doomer deflects the projectile from Araor the shalore to the southeast!
Doomer is surrounded by a thick smoke.
Doomer casts Haste of the Doomed.
Doomer is out of phase.
Resting starts...
Rested for 1 turns (stop reason: hostile spotted to the northwest (Araor the shalore)).
Araor the shalore uses Steady Shot.
Doomer deflects the projectile from Araor the shalore but fumbles!
Araor the shalore's Steady Shot hits Doomer for (107 resilience), 399 physical (399 total damage).
Doomer the level 12 doomelf sawbutcher was smashed to death by Araor the shalore on level 1 of Ambush!.
You have 3 life(s) left.
The smoke around Doomer dissipate.
Doomer is no longer out of phase.
Doomer deactivates Grinding Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Araor the shalore's Steady Shot killed Doomer!
Saving done.
Saving game...









































































