











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.5.0Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. 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:
Class Start Priority 1.4.9 Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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 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.] Select your Escorts 1.5.10Allows 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.5.0Donators/Buyers bonus! Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.5.9Official 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 | Faerie |
| Class | Summoner |
| Level / Exp | 16 / 1% |
| Size | tiny |
| Lifes / Deaths | Killed by orc corruptor at level 11 on the 4th Flare 122nd year of Ascendancy at 07:07 4 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 22 (base 12) |
| Constitution | 11 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 45 (base 41) |
| Cunning | 50 (base 40) |
Resources
| Life | 344/344 |
| Equilibrium | 54 |
| Healing Factor | 1.1082872928177 |
| Regeneration | 0.27707182320443 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.547442102879% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 63.130263235346 |
| See Invisible | 63.130263235346 |
Offense: Mainhand
| Damage | 9 |
| Accuracy | 42 |
| Crit Chance | 26% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 42 |
| Crit Chance | 25% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Light | +10% |
| Physical | +6% |
| Fire | +6% |
| Nature | +5% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 38 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 31%( 85%) |
| Arcane | + 10%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 10%( 70%) |
| Cold | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Silence Resistance | 5% |
| Disarm Resistance | 22% |
| Poison Resistance | 50% |
| Knockback Resistance | 20% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 5 turns. |
Class Talents
| Wild-gift / Symbiant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summon-commands | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Faerie | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| talent | Symbiosis |
| beneficial effect | The Faerie is in flight, gaining the following bonuses. FlyingMove Speed: +32% Defense: +17 Avoidance of some traps. |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | 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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * '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.' Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 lumberjacks have died. | 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 | Salussra the Starsmasher (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +1 Fatigue -3% Resists +6% blight +5% arcane +3% lightning Phys.save +6 (+3 eff.) Pinning- +5% ---------- misc Max.enc +23 A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.71 to 125.14 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| On fingers | copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
| On fingers | Aroderak0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% acid +3% mind +5% arcane Mind.save +12 (+4 eff.) Max.HP +22.00 Silence- +5% Disarm- +22% Pinning- +23% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
| In main hand | parasitic vined mindstar of sand (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% physical Res.pen +6% physical Melee Ret 4 physical ----- def ----- Resists +5% physical HP.leech%% +7% HP.leech +11% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Light source | Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +5 Dex +5 Mag dps ---------- Acc +15 (+7 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +25% blight Res.Cap +15% blight ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| In off hand | blooming mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 77% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Heal.mod +10% Heal/summ +15 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 (+4 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 56.18 to 168.53 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Soulstone0.1 T1 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +10% blight +10% light +10% darkness Fear- +50% Instkill- +50% ---------- misc Max.souls +3.00 Some of its power lingers, but it is no longer animate. |
Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 13.18 to 39.53 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 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. |
mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 72% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
slimy linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% nature On Melee Ret: * Slows global speed by 3% * 3 arcane resource burn ----- def ----- Resists +15% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
3 hematite 3 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 verdite 2 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+4 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+4 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Emelyvena the alchemist's lamp0.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Phys.crit +2.0% Spell.pwr +5 (+5 eff.) Dmg.mod +7% mind Acc +2 (+1 eff.) ----- def ----- Phys.save +7 (+4 eff.) HP.reg +0.40 Heal.mod +15% Stun/Frz- +10% Knockbk- +15% ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 322/400 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. |
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. |
2 small geode 2 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Zarroruldiari the Faerie Summoner level 11
4th Flare 122nd year of Ascendancy at 07:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zarroruldiari the Faerie Summoner level 15
30th Dusk 122nd year of Ascendancy at 06:11 see stats
Level 10
Got a character to level 10.By Zarroruldiari the Faerie Summoner level 10
6th Mirth 122nd year of Ascendancy at 01:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Zarroruldiari the Faerie Summoner level 14
16th Dusk 122nd year of Ascendancy at 07:05 see stats
The Arena
Unlocked Arena mode.By Zarroruldiari the Faerie Summoner level 8
3rd Mirth 122nd year of Ascendancy at 08:20 see stats
Log
Talent Earth's Eyes is ready to use.
Zarroruldiari uses Earth's Eyes.
Ran for 1 turns (stop reason: didn't move).
Ran for 7 turns (stop reason: didn't move).
Talent Earth's Eyes is ready to use.
Zarroruldiari uses Earth's Eyes.
Talent Earth's Eyes is ready to use.
Zarroruldiari uses Earth's Eyes.
Talent Earth's Eyes is ready to use.
Zarroruldiari uses Earth's Eyes.
Ran for 8 turns (stop reason: didn't move).
Talent Earth's Eyes is ready to use.
Zarroruldiari uses Earth's Eyes.
Talent Earth's Eyes is ready to use.
Zarroruldiari uses Earth's Eyes.
Ran for 6 turns (stop reason: didn't move).
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
Zarroruldiari deactivates Symbiosis.
Zarroruldiari deactivates Master Summoner.







































































