
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Ashes of Urh'Rok 1.4.0Official Expansion!Items Vault 1.4.8Donators/Buyers bonus! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.4.4Official Expansion!Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Adventurer |
| Level / Exp | 26 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Cyribrewe the saw horror at level 18 on the 62nd Dusk 122nd year of Ascendancy at 18:14 3 / 3Killed by Belevena the rattlesnake at level 24 on the 70th Haze 122nd year of Ascendancy at 20:49 Killed by Qwepit the quasit at level 26 on the 3rd Decay 122nd year of Ascendancy at 19:16 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 24 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 46 (base 46) |
| Willpower | 23 (base 16) |
| Cunning | 42 (base 37) |
Resources
| Mana | 315/315 |
| Psi | 133/133 |
| Paradox | 300 |
| Life | 693/693 |
| Positive | 84/125 |
| Stamina | 208/208 |
| Equilibrium | 25 |
| Healing Factor | 1.47 |
| Regeneration | 7.4235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 15.631008014191 |
| See Invisible | 15.631008014191 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 40 |
| Crit Chance | 21% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 21 |
| Ranged Defense | 25 |
| Fatigue | 7 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Bleed Resistance | 75% |
| Silence Resistance | 15% |
| Knockback Resistance | 48% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reality Smearing |
| talent | Wild Growth |
| talent | Energy Decomposition |
| talent | Mitosis |
| talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. * &039; | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within9 lumberjacks have died. | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | stralite battleaxe &039; (63.5-95.25 power, 3 apr) stralite battleaxe &039; (63.5-95.25 power, 3 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 Base power: 63.5 - 95.3 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +19 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +6 Dex Changes resistances penetration: +13% physical Changes damage: +19% physical Blindness immunity: +15% Cut immunity: +15% Silence immunity: +15% Mana each turn: +0.12 Spellpower: +4 (+2 eff.) Massive two-handed battleaxes. This item has been sent to the Item& |
| On hands | dwarven-steel gauntlets &039; (0 def, 6 armour) dwarven-steel gauntlets &039; (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Damage when hit (Melee): 16 mind Changes stats: +2 Mag Changes resistances: +11% temporal Changes resistances penetration: +10% arcane Changes damage: +5% arcane / +4% temporal Mental save: +5 (+3 eff.) Maximum life: +46.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern &039; brass lantern &039;Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid / 8 lightning Changes resistances: +3% acid / +3% lightning Changes damage: +6% acid Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Emuwyn (0 def, 3 armour) Emuwyn (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +3 Dex / +3 Cun / +3 Con / +10 Lck Changes resistances: -17% light / +5% arcane Changes damage: +3% mind Life regen: +4.80 Spell crit. chance: +4% Mental crit. chance: +4% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
| On feet | Bilebliss the pair of rough leather boots (0 def, 1 armour) Bilebliss the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +2 Con Changes resistances: +3% nature Physical save: +13 (+6 eff.) Mental save: +11 (+6 eff.) Maximum hate: +2.00 A pair of boots made of leather. |
| Tool | Gorosarion the Galesever [power 29] (13 cooldown) =Reveal= Gorosarion the Galesever [power 29] (13 cooldown) =Reveal=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Maximum wards: +3 lightning / +3 temporal / +3 blight / +5 fire / +3 cold Changes resistances penetration: +15% lightning Changes damage: +6% lightning Talent granted: +1 Ward Maximum psi: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 29, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Bloodcaller =Leech= Bloodcaller =Leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Rootvalor the copper ring Rootvalor the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 nature Changes resistances penetration: +15% nature Disarm immunity: +25% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
| Around neck | stabilizing gold amulet of healing stabilizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% temporal Cut immunity: +60% Pinning immunity: +28% Knockback immunity: +25% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Unlightbringer (27.5-38.5 power, 4 apr) Unlightbringer (27.5-38.5 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes resistances: +3% mind One-handed war axes. |
| Around waist | Girdle of the Calm Waters =ResHM= Girdle of the Calm Waters =ResHM=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | elemental steel dagger (12-15.6 power, 6 apr) elemental steel dagger (12-15.6 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Mag, 27% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +7% acid / +7% fire / +7% lightning / +6% cold Sharp, short and deadly. |
| Cloak | Chargedredge the cashmere cloak (2 def, 0 armour) Chargedredge the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Str / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +10% acid Physical save: +10 (+5 eff.) Maximum life: +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aeroba the Kindlespiker (10 def, 6 armour) Aeroba the Kindlespiker (10 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Ranged Defense: +7 (+4 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage (Melee): 7 lightning Damage (Ranged): 5 lightning Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +15% lightning / +13% darkness / +20% blight / +13% cold / +3% acid / +23% fire Changes damage: +6% light Light radius: +2 A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; cure magical, physical, mental) Primal Infusion (affinity 12%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 130) healing infusion of the warrior (heal 130)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 135) healing infusion of the wizard (heal 135)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (597% speed; 6 turns) movement infusion of the titan (597% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (430% speed; 6 turns) movement infusion of the titan (430% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (529% speed; 5 turns) movement infusion of the wizard (529% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 386 over 5 turns) regeneration infusion of the duelist (heal 386 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 398 over 5 turns) regeneration infusion of the titan (heal 398 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 398 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (646% regen over 10 turns; 32 instant mana) manasurge rune (646% regen over 10 turns; 32 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 646% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Emeriareba EmeriarebaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Dex / +1 Con Physical save: +10 (+5 eff.) Maximum stamina: +5.00 Amulets can have magical properties. |
Zeridudar the Duathelcrypt Zeridudar the DuathelcryptInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Fatigue: -6% Changes resistances: +26% temporal Changes resistances cap: +4% all Changes resistances penetration: +5% darkness / +10% temporal Physical save: +7 (+4 eff.) Pinning immunity: +26% Knockback immunity: +26% Life regen: +1.20 Amulets can have magical properties. |
copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
steel amulet of cunning (+4) steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. |
Dourwild DourwildInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +3 Con Changes damage: +6% darkness Physical save: +6 (+3 eff.) Rings can have magical properties. |
Isoletira IsoletiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% nature / +3% acid Physical save: +25 (+10 eff.) Confusion immunity: +10% Stun/Freeze immunity: +25% Life regen: +1.60 Rings can have magical properties. |
copper ring &039; copper ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +10% nature Stamina each turn: +0.20 Mindpower: +6 (+3 eff.) Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
gold ring &039; gold ring &039;Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +3 Con Changes resistances: +7% blight / +24% fire / +7% nature Changes damage: +12% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Poison immunity: +14% Disease immunity: +13% Rings can have magical properties. |
gold ring &039; gold ring &039;Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +4 Cun / +5 Wil Changes resistances: +6% fire Changes resistances penetration: +10% light Silence immunity: +54% Mana each turn: +0.37 Mindpower: +9 (+4 eff.) Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Disarm immunity: +30% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
psionicist& psionicist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Silence immunity: +22% Mana each turn: +0.12 Rings can have magical properties. |
Spelldrinker (27-35.1 power, 8 apr) =Dispel= Spelldrinker (27-35.1 power, 8 apr) =Dispel=Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 33% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Heatquench the hardened leather belt Heatquench the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 20 fire Changes stats: +4 Mag / +4 Wil Changes resistances: +3% blight Changes resistances penetration: +10% blight Maximum encumbrance: +29 Physical save: +13 (+6 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
Cyralethra (1 def, 0 armour) Cyralethra (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Cun / +4 Dex Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots &039; (0 def, 3 armour) pair of hardened leather boots &039; (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: -9% Changes resistances: +6% light / +3% cold Changes resistances penetration: +10% light Maximum encumbrance: +46 Physical save: +16 (+7 eff.) Light radius: +1 A pair of boots made of leather. |
Radhotochak (6 def, 3 armour) =Water= Radhotochak (6 def, 3 armour) =Water=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +6 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +4 Cun / +1 Str Changes resistances: +9% lightning / +5% temporal / +5% arcane / +12% cold Allows you to breathe in: water A cap made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe &039; (dig speed 30 turns) dwarven-steel pickaxe &039; (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 physical Changes stats: +4 Str / +1 Dex Changes resistances penetration: +10% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
63rd Haze 122nd year of Ascendancy at 19:30 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Expedia the Thalore Adventurer level 9
14th Dusk 122nd year of Ascendancy at 06:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Expedia the Thalore Adventurer level 20
71st Dusk 122nd year of Ascendancy at 11:18 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Expedia the Thalore Adventurer level 19
69th Dusk 122nd year of Ascendancy at 10:15 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Expedia the Thalore Adventurer level 15
52nd Dusk 122nd year of Ascendancy at 14:48 see stats
Home sweet home (Insane (Adventure) difficulty)
63rd Haze 122nd year of Ascendancy at 13:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Expedia the Thalore Adventurer level 10
27th Dusk 122nd year of Ascendancy at 07:53 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Expedia the Thalore Adventurer level 20
70th Dusk 122nd year of Ascendancy at 01:11 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Expedia the Thalore Adventurer level 21
16th Haze 122nd year of Ascendancy at 03:36 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Expedia the Thalore Adventurer level 23
63rd Haze 122nd year of Ascendancy at 19:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Expedia the Thalore Adventurer level 9
7th Dusk 122nd year of Ascendancy at 08:48 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Expedia the Thalore Adventurer level 23
63rd Haze 122nd year of Ascendancy at 19:30 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Expedia the Thalore Adventurer level 7
2nd Flare 122nd year of Ascendancy at 05:51 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Expedia the Thalore Adventurer level 24
69th Haze 122nd year of Ascendancy at 11:33 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Expedia the Thalore Adventurer level 23
47th Haze 122nd year of Ascendancy at 17:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Expedia the Thalore Adventurer level 14
51st Dusk 122nd year of Ascendancy at 21:16 see stats
Log
Rested for 115 turns (stop reason: all resources and life at maximum).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Today is the 4th Decay of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 00:38.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj&LAST039;Eyal.
The time is 00:20.
Today is the 8th Decay of the 122nd year of the Age of Ascendancy of Maj&LASTYELLOW_GREEN039;Tul Fortress here (press &039; or right click to use).
There is a teleportation circle to the surface here (press &039; or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
There is an item here: Unerring Scalpel (15-19.5 power, 25 apr)
There is an item here: Shantiz the Stormblade (15-19.5 power, 20 apr)
Ran for 5 turns (stop reason: object seen).
Saving done.
Expedia deactivates Reality Smearing.
Expedia deactivates Wild Growth.
Expedia deactivates Mitosis.
Expedia deactivates Energy Decomposition.
Expedia deactivates Beyond the Flesh.
