










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. Ashes of Urh'Rok 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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.
Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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:
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: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 18 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Neritira the degenerated skeleton warrior at level 8 on the 6th Dusk 122nd year of Ascendancy at 07:50 0 / 5Killed by skeleton magus at level 10 on the 8th Dusk 122nd year of Ascendancy at 15:32 Killed by Polybeth the giant black ant at level 11 on the 17th Dusk 122nd year of Ascendancy at 17:18 Killed by Emelrawen the cutpurse at level 17 on the 45th Dusk 122nd year of Ascendancy at 07:33 Killed by Lisille the sandworm at level 18 on the 52nd Dusk 122nd year of Ascendancy at 12:22 |
| Antimagic | Follower |
Primary Stats
| Strength | 59 (base 46) |
| Dexterity | 35 (base 36) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 21 (base 11) |
Resources
| Life | 564/564 |
| Stamina | 166/166 |
| Healing Factor | 1.4483870967742 |
| Regeneration | 4.1279032258065 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 45 |
| Crit Chance | 33% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 45 |
| Crit Chance | 32% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +13% |
| Physical | +3% |
| Cold | +26% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 25 (43.536585365854%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 5.669446550417 |
| Physical Save | 32 |
| Spell Save | 16 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 50%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 21% |
| Confusion Resistance | 44% |
| Knockback Resistance | 22% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 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 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. * You've found the needed green worm. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) =4cun=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour) =3con=3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | corrosive rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +5% acid Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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 (cooling down: 7 turns) 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 | Glintmalice0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% light +11% cold Res.pen +5% light On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Defense +6 (+2 eff.) Resists +22% cold Mind.save +7 (+3 eff.) Confus- +25% Rings can have magical properties. |
| On fingers | savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
| Around neck | Islidhetta the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Apr +1 ----- def ----- Armour +8 Defense +5 (+2 eff.) ---------- misc Light +3 Amulets can have magical properties. |
| In main hand | dwarven-steel waraxe 'Duskstinger' (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Crit.r2 +4 acid On Hit: * 20 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +5% acid ----- def ----- Resists +5% arcane +6% darkness One-handed war axes. |
| Around waist | Liselramina1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Resists +3% blight Crit.dmg- 5.00% Die.at -20.00 life Max.HP +53.00 Blind- +20% A belt that goes around your waist. |
| In off hand | Lustrewedge the iron waraxe (18-25.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 light +4 arcane On Hit.r1 +8 arcane +8 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Res.pen +10% light One-handed war axes. |
| Cloak | Emonne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Dmg.mod +3% physical ----- def ----- Defense +1 (+1 eff.) Max.HP +20.00 Heal.mod +15% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | slimy silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 38% * 3 arcane resource burn ----- def ----- Resists +5% blight +13% all Max.HP +49.00 HP.reg +2.60 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
copper amulet 'Voidspiker' =4wil=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Mag +4 Wil +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 11% Amulets can have magical properties. |
titan's copper ring =3con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
Polebeth the Blazevalor =4con=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +4 Con dps ---------- Crit.mult +15.00% Res.pen +10% lightning +15% mind Melee Ret 4 darkness ----- def ----- Resists +3% lightning Phys.save +8 (+4 eff.) Mind.save +3 (+1 eff.) Rings can have magical properties. |
marksman's steel ring =3dex=0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of lightning (+22%) =32il=0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +6 (+3 eff.) Rings can have magical properties. |
chilling voratun waraxe of paradox (38-53.2 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 temporal +8 cold While equipped: ----- def ----- Resists +7% temporal One-handed war axes. |
Bethuta the Jetvault =4cun 5wil=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +9% darkness Against +17% Summoned ----- def ----- Resists +3% fire D.Red.from +17% Summoned ---------- misc Max.hate +4.00 A belt that goes around your waist. |
Floebrawn (1 def, 0 armour) =5cun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Mind.crit +2% Dmg.mod +9% cold Res.pen +5% cold Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Stormbreaker' (7 def, 0 armour) =3wil=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind Res.pen +15% lightning ----- def ----- Defense +7 (+3 eff.) Resists +3% light Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's kruk cloak of Eldoral (0 def, 0 armour) =4dex=2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 A stylish kruk-style cloak, to look awesome. |
Firearc the pair of hardened leather boots (0 def, 3 armour) =5cun=2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Con dps ---------- Dmg.mod +18% fire ----- def ----- Armour +3 Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.60 Hate/m.crit +2.00 Max.stam +24.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =4cun=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 Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) =3dex=1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 acid Dmg.mod +4% acid Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +5% acid Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.3% crit chance (max 25%) Acc +5 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 T4 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +16.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Delaroddarim the Blizzardfury (0 def, 1 armour) =3cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.pwr +20 (+6 eff.) Mind.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Phys.save +6 (+3 eff.) Die.at -40.00 life A cap made of leather. |
rough leather cap 'Islanor' (0 def, 1 armour) =3dex=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 Melee Ret 6 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +3% nature A cap made of leather. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
176 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tarruthel the Skyquench =7wil=2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +1 Mag +7 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Resists +9% lightning ---------- misc Light +4 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. |
brass lantern 'Runurelar'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% mind Crit.dmg- 15.00% Mind.save +6 (+3 eff.) Max.HP +100.00 Poison- +20% ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Adamira the elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +25% physical Acc +5 (+1 eff.) ---------- misc Infravis +1 See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Dagoruiroddayon [power 116] (15 cooldown) =5cun=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +5 Cun +1 Con dps ---------- Phys.crit +2.0% ----- def ----- Crit.dmg- 10.00% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By TWIN BLADE the Krog Marauder level 8
6th Flare 122nd year of Ascendancy at 07:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By TWIN BLADE the Krog Marauder level 10
8th Dusk 122nd year of Ascendancy at 11:32 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By TWIN BLADE the Krog Marauder level 17
45th Dusk 122nd year of Ascendancy at 11:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By TWIN BLADE the Krog Marauder level 7
1st Mirth 122nd year of Ascendancy at 10:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By TWIN BLADE the Krog Marauder level 15
31st Dusk 122nd year of Ascendancy at 07:26 see stats
Log
TWIN BLADE speeds up.
Bleeding from Lisille the sandworm hits TWIN BLADE for 12 physical damage.
Sandworm misses TWIN BLADE.
White ooze misses TWIN BLADE.
White worm mass misses TWIN BLADE.
Lisille the sandworm uses To The Arms.
TWIN BLADE is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Lisille the sandworm for 0 arcane damage.
Lisille the sandworm hits TWIN BLADE for 62 physical, 3 darkness, 3 cold (68 total damage).
Rimebark's ice area effect hits Ce'Nossra the black jelly for 16 cold damage.
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TWIN BLADE uses Infusion: Movement.
TWIN BLADE is moving at extreme speed!
Lisille the sandworm hits TWIN BLADE for 283 fire damage.
TWIN BLADE the level 18 krog marauder was flamed to death by Lisille the sandworm on level 2 of Sandworm lair.
--------------------------------
You have no more lives left.
TWIN BLADE regains their balance.
TWIN BLADE slows down.
TWIN BLADE stops regenerating health quickly.
TWIN BLADE stops bleeding.
TWIN BLADE no longer revels in blood quite so much.
TWIN BLADE is suffering less.
TWIN BLADE is no longer attuned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Lisille the sandworm killed TWIN BLADE!
Saving game...
Saving done.


































































































