











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
|
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Arcane Blade |
| Level / Exp | 50 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 160 (base 60) |
| Dexterity | 100 (base 60) |
| Constitution | 78 (base 60) |
| Magic | 104 (base 60) |
| Willpower | 74 (base 60) |
| Cunning | 114 (base 60) |
Resources
| Life | 2114/2114 |
| Mana | 375/479 |
| Stamina | 373/377 |
| Positive | 237/237 |
| Healing Factor | 2.0237416126606 |
| Regeneration | 35.560114342673 |
Speed
| Mental | -10% |
| Attack | +30% |
| Movement | +43.5513362284% |
| Spell | +30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 10 |
| See Stealth | 96.413593672604 |
| See Invisible | 96.413593672603 |
Offense: Mainhand
| Damage | 436 |
| Accuracy | 83 |
| Crit Chance | 102% |
| APR | 37 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 111 |
| Crit Chance | 62% |
| Speed | 0.76923076923077 |
Offense: Mind
| Mindpower | 96 |
| Crit Chance | 32% |
| Speed | 0.76923076923077 |
Offense: Damage Bonus
| Acid | +5% |
| Blight | +33% |
| Arcane | +31% |
| Cold | +6% |
| All | 0% |
| Lightning | +26% |
| Light | +39% |
| Physical | +15% |
| Darkness | +15% |
| Fire | +81% |
| Mind | +14% |
Offense: Damage Penetration
| Blight | +55% |
| Arcane | +55% |
| Physical | +89% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 80.683025048585 (93.292586063405%) |
| Defense | 68 |
| Ranged Defense | 79 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 73 |
| Mental Save | 73 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Nature | + 26%( 70%) |
| Temporal | + 27%( 70%) |
| Blight | + 50%( 70%) |
| Darkness | + 31%( 70%) |
| Mind | + 45%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Confusion Resistance | 35% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Pinning Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 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. |
| Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 43.05 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1046% for 10 turns (423 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 1102 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Adventure / Partner | 1.20 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Race / Orc | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Shattering Impact |
| talent | Stone Skin |
| talent | Arcane Shield |
| talent | Arcane Combat |
| talent | Thunderstorm |
| talent | Onslaught |
| talent | Crystalline Focus |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Precise Strikes |
| talent | Shielding |
| talent | Adventure Friendly Fire Disabler |
| beneficial effect | Spell and mind speed increased by 30% Elemental Surge: Arcane |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2033/987 damage before it crumbles. Damage Shield |
| detrimental effect | Attackers dealing damage will be healed for 200% of the damage done. Temporal Ripples |
| detrimental effect | Ethereal Form bonuses reduced by 5% Ethereal Form |
| beneficial effect | Increases the effectiveness of all healing the target receives by 43%. Empowered Healing |
| beneficial effect | The target's spellpower has been increased by 60. Spellsurge |
| beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Equipment
| On feet | Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+3 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 17 power out of 40/40) : Effective talent level: 4.5 Power cost: 17 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 55.11 blight damage and is poisoned for 220.46 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
| Quiver | deadly quiver of yew arrows of accuracy (22/22, 36-50 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
| Light source | ethereal alchemist's lamp of focusPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes damage: +8% mind Spellpower: +5 (+1 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Chigen' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +11 Dex / +5 Cun / +8 Con Changes resistances: +13% lightning / +12% temporal / +21% mind Mental save: +26 (+6 eff.) Confusion immunity: +35% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | stralite torque of gale force 'Fuleroddarach' [power 310] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Changes stats: +2 Con Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 358 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 48 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 48 Damage (Ranged): 12 physical Changes stats: +4 Cun Changes resistances: +10% nature / +7% blight Poison immunity: +10% Disease immunity: +10% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 5.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Tulebers the PrismwhisperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes resistances: +18% blight Changes resistances penetration: +15% arcane / +20% blight Changes damage: +18% blight / +15% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+5 eff.) Light radius: +3 Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Changes stats: +4 Cun / +4 Wil Damage against: +23% Summoned Reduced damage from: +22% Summoned Critical mult.: +5.00% A belt that goes around your waist. |
| In main hand | Champion's Will (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 155 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| On hands | dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +5 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Muvor the voratun mail armour (5 def, 17 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 48 Changes stats: +5 Wil Changes resistances: +14% blight / +16% darkness / +12% mind Changes resistances penetration: +5% arcane Changes damage: +12% arcane / +6% mind Physical save: +10 (+2 eff.) Life regen: +5.00 Maximum life: +38.00 Light radius: +2 Healing mod.: +18% A suit of armour made of mail. |
| Cloak | Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 243 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
| Around neck | archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +15 Changes stats: +4 Mag Changes damage: +5% acid / +7% fire / +6% cold / +6% lightning Critical mult.: +15.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +25% acid / +17% fire / +20% lightning / +21% cold Rings make your fingers look great! |
Ragandil the Serpentwish (56-85 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +35 (+7 eff.) Physical crit. chance: +21.0% Effects on melee hit: * 20% chance to slow global speed by 78% * 20% chance to reduce armor by 53% Damage when hit (Melee): 2 acid Changes stats: +7 Dex / +17 Wil / +16 Con Changes resistances: +12% acid Spell save: +6 (+2 eff.) Maximum life: +80.00 Combat speed: +10% Massive two-handed battleaxes. |
blazebringer's voratun greatsword of crippling (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +58 fire When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +20% fire Global speed: +7% Massive two-handed swords. |
Cloudhunter (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 38% Changes resistances: +15% lightning / +27% cold / +27% fire Changes resistances penetration: +25% darkness / +25% lightning Changes damage: +18% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of fog (15 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +12% light / +12% fire Stealth bonus: +7 Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Mag / +3 Wil / +2 Cun / +2 Con Physical save: +11 (+2 eff.) Mental save: +12 (+3 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
warlord's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +8 (+0 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +3 Dex / +4 Wil / +3 Cun Changes resistances: +7% physical Physical save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun plate armour 'Goriara' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +5 Cun / +6 Con Changes damage: +9% blight Critical mult.: +20.00% Equilibrium when hit: +0.08 Maximum life: +100.00 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) A suit of armour made of metal plates. |
Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 199 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
Log
Sun Chick is not dazed anymore.
Sun Chick rushes out!
Sun Chick is filled with the Sun's fury!
Sun Chick performs a melee critical strike against Sher'Tul High Priest!
Shield of Light performs a melee critical strike against Sher'Tul High Priest!
Sher'Tul High Priest is dazed!
Sher'Tul High Priest hits Sun Chick for (19 absorbed), (19 absorbed), 0 fire (0 total damage).
Lava floor hits Sun Chick for (6 absorbed), (6 absorbed), 0 fire (0 total damage).
Shield of Light hits Sher'Tul High Priest for (103 flat reduction), 253 light, (14 flat reduction), 0 acid, (16 flat reduction), 0 fire, (39 flat reduction), 0 light, (21 flat reduction), 0 darkness, (103 flat reduction), 20 light, (75 flat reduction), 0 light, (53 flat reduction), 0 fire (273 total damage).
Sun Chick hits Sher'Tul High Priest for (103 flat reduction), 298 physical, (11 flat reduction), 0 nature, (51 flat reduction), 0 light (298 total damage).
Weapon of Wrath hits Sher'Tul High Priest for (103 flat reduction), 290 fire (290 total damage).
Thunderstorm hits Amakthel's Mouth for (49 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Sher'Tul High Priest for (51 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Amakthel's Hand for 19 lightning damage.
Super arcane Dude casts Rune: Acid Wave.
Sher'Tul High Priest is disarmed!
Super arcane Dude hits Sher'Tul High Priest for (36 flat reduction), 0 acid (0 total damage).
Super arcane Dude casts Aegis.
Super arcane Dude casts Lightning.
Super arcane Dude's spell attains critical power!
Super arcane Dude hits Sher'Tul High Priest for (103 flat reduction), 545 lightning (545 total damage).
Super arcane Dude receives 77 healing from Sun Chick's healing light area effect.
Amakthel's Mouth receives 61 healing from Sun Chick's healing light area effect.
Sher'Tul High Priest is not dazed anymore.
Quest 'The Dead God Awaits' is done! (Press 'j' to see the quest log)
You feel as if your Rod of Recall is working again in this area.
New Achievement: The Dead God Rests (Exploration mode)!
Option unlocked: New game difficulty mode: Insane
The furious lightning storm around Super arcane Dude calms down and disappears.





















































































































