











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Select your Escorts 1.6.0Allows 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. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.0Official Expansion!Embers of Rage 1.6.0Official Expansion!ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 21 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Glita the Blightborn at level 18 on the 46th Haze 122nd year of Ascendancy at 16:01 2 / 3Killed by corrupted mastocytic feeder at level 18 on the 46th Haze 122nd year of Ascendancy at 16:33 Killed by ultimate gwelgoroth at level 21 on the 68th Haze 122nd year of Ascendancy at 19:42 |
Primary Stats
| Strength | 36 (base 22) |
| Dexterity | 29 (base 27) |
| Constitution | 22 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 59 (base 50) |
Resources
| Life | 528/528 |
| Stamina | 182/182 |
| Healing Factor | 1.34375 |
| Regeneration | 17.8046875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 79.300411184652 |
| See Invisible | 79.300411184652 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 54 |
| Crit Chance | 31% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 54 |
| Crit Chance | 30% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +4% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Acid | +15% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 20 (57.811550151976%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 18%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 39% |
| Confusion Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Leeching Poison |
| talent | Volatile Poison |
| beneficial effect | Parrying melee and ranged attacks: Has a 54% chance to deflect up to 14 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Wolfmire. Escort: lost warrior (level 2 of Wolfmire)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 30. | 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. | 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 snow giant kidney. * You've found the needed orc heart. * You've found the needed giant spider spinneret. | 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 within4 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 | Xerolaith the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Armour +1 Resists +2% physical +3% mind +5% arcane HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
| Light source | Nerevea2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +3 (+1 eff.) Res.pen +5% mind Acc +3 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +3% all Spell.save +6 (+3 eff.) ---------- 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 | iron helm 'Islythra' (0 def, 5 armour)3.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +6% fire +11% light +11% darkness Phys.save +3 (+1 eff.) Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | naturalist's iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | voratun ring 'Mayygatta'0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 8 mind ----- def ----- Mind.save +27 (+9 eff.) Max.HP +63.00 HP.reg +8.00 Heal.mod +14% Confus- +29% Rings can have magical properties. |
| On fingers | Dimrain of the Blightspawn0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +5 Mag +6 Wil +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +14 (+2 eff.) Res.pen +15% blight Phasing +10% On Melee Ret: * 26% chance to reduce strength, dexterity, and constitution by 5 * 23% chance to reduce damage dealt by 19% ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +8 See.Invis +8 Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Alitorig the steel mace (11-15.4 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 light +7 darkness Against +5% Undead +7% Living On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Res.pen +15% acid +5% blight On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +6% blight Blunt and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | Emuma the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +9 Cun dps ---------- Dmg.mod +9% mind Melee Ret 6 mind ----- def ----- Defense +2 (+1 eff.) Mind.save +9 (+3 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 | Huradorab the cured leather armour (6 def, 9 armour)9.0 T2 light armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Acc +3 (+1 eff.) Apr +3 ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +7% Resists +12% acid +3% temporal +11% blight +15% cold +14% nature D.Red.from +6% Unnatural Poison- +20% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
manasurge rune of the wizard (regen 713% over 10 turns; mana 36; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 713% for 10 turns (0 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 335; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bilewilder the steel amulet0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Res.pen +15% physical ----- def ----- Resists +9% nature Mind.save +6 (+2 eff.) Die.at -40.00 life Confus- +14% ---------- misc Max.stam +10.00 Amulets can have magical properties. |
a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +16% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
Hettylentir0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +11% cold ----- def ----- Resists +6% lightning +6% fire +3% acid +22% cold Rings can have magical properties. |
Neraldana (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) S.pwr/crit +3 Dmg.mod +15% arcane +15% fire Res.pen +10% blight +10% mind ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword of erosion (20-32 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 20.0 - 32.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature Massive two-handed swords. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 56.54 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
stormbringer's steel dagger of massacre (19.5-25.35 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 19.5 - 25.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +5 lightning +11 cold While equipped: dps ---------- Mov.spd +20% Res.pen +6% lightning +8% cold Sharp, short and deadly. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 15 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.16 to 129.47 lightning damage (86.32 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +35.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
rough leather belt 'Eclipsezephyr'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +6% darkness Res.pen +15% cold On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +3% darkness +9% cold Max.HP +33.00 A belt that goes around your waist. |
enveloping linen cloak of the voidstalker (6 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +11% darkness +10% temporal Phys.save +6 (+3 eff.) Def/telep +11 Res/telep +10% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
bladed iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +5% Skullcr.mult +1 Skullcracker: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 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 89.9 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heal.mod +13% ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gorybar1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +6% blight +5% arcane Spell.save +9 (+4 eff.) Mind.save +9 (+3 eff.) HP.reg +4.00 Disease- +20% Confus- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 19 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature 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 152 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. |
Floeglean the yew totem of summon tentacle [power 245] (19 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% physical +6% cold Acc +9 (+3 eff.) ----- def ----- Crit.dmg- 10.00% ---------- misc Stam/turn +1.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 634 Base Damage: 269 Armor: 6 All Resist: 0 Puts all charms on 19 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By hoidydoity the Cornac Marauder level 21
61st Haze 122nd year of Ascendancy at 21:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By hoidydoity the Cornac Marauder level 14
21st Dusk 122nd year of Ascendancy at 05:37 see stats
Exterminator
Killed 1000 creatures.By hoidydoity the Cornac Marauder level 18
41st Haze 122nd year of Ascendancy at 07:40 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By hoidydoity the Cornac Marauder level 21
61st Haze 122nd year of Ascendancy at 20:53 see stats
Level 10
Got a character to level 10.By hoidydoity the Cornac Marauder level 10
7th Mirth 122nd year of Ascendancy at 02:36 see stats
Level 20
Got a character to level 20.By hoidydoity the Cornac Marauder level 20
57th Haze 122nd year of Ascendancy at 06:42 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By hoidydoity the Cornac Marauder level 16
23rd Haze 122nd year of Ascendancy at 14:03 see stats
The Arena
Unlocked Arena mode.By hoidydoity the Cornac Marauder level 7
78th Pyre 122nd year of Ascendancy at 06:38 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By hoidydoity the Cornac Marauder level 21
61st Haze 122nd year of Ascendancy at 21:37 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By hoidydoity the Cornac Marauder level 16
26th Haze 122nd year of Ascendancy at 22:10 see stats
The secret city
Discovered the truth about mages.By hoidydoity the Cornac Marauder level 21
67th Haze 122nd year of Ascendancy at 09:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By hoidydoity the Cornac Marauder level 16
23rd Haze 122nd year of Ascendancy at 14:03 see stats
Log
Bethath the forest wight receives 1 healing from Devouring flames from Bethath the forest wight.
Bethath the forest wight regains their energy.
Bethath the forest wight returns to normal.
Bethath the forest wight casts Flame.
Hoidydoity is on fire!
Bethath the forest wight's Flame hits hoidydoity for 18 fire damage.
You collect a new ingredient: vial of wight ectoplasm (1).
hoidydoity hits Bethath the forest wight for 34 physical damage.
hoidydoity killed Bethath the forest wight!
Burning from Bethath the forest wight hits hoidydoity for 6 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Burning from Bethath the forest wight hits hoidydoity for 6 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Burning from Bethath the forest wight hits hoidydoity for 6 fire damage.
Hoidydoity picks up (h.): Neraldana (15-18 power, 3 apr, fire element).
Hoidydoity stops burning.
Hoidydoity no longer revels in blood quite so much.
Hoidydoity picks up (i.): steel greatsword of erosion (20-32 power, 2 apr).
Hoidydoity deactivates Leeching Poison.
Hoidydoity deactivates Volatile Poison.
Hoidydoity deactivates Apply Poison.




































































































