










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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. 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:
Items Vault 1.5.0Donators/Buyers bonus! 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. 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.] Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 19 / 59% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 55 (base 39) |
| Dexterity | 23 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 65 (base 47) |
| Willpower | 20 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 666/666 |
| Positive | 9/54 |
| Stamina | 179/179 |
| Healing Factor | 1.2861497326203 |
| Regeneration | 0.96461229946521 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 32 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +24% |
| Nature | +6% |
| Cold | +12% |
| Fire | +9% |
| Mind | +9% |
| All | +0% |
Offense: Damage Penetration
| Mind | +30% |
| Acid | +5% |
| Fire | +15% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 46.416050405667 (82.629213483146%) |
| Defense | 23 |
| Ranged Defense | 29 |
| Fatigue | 30 |
| Physical Save | 33 |
| Spell Save | 49 |
| Mental Save | 31 |
Defense: Resistances
| Blight | 15%( 70%) |
| Arcane | 5%( 70%) |
| Mind | 27%( 70%) |
| All | 0%( 70%) |
| Darkness | 30%( 70%) |
| Light | 15%( 70%) |
| Temporal | 15%( 70%) |
| Cold | 46%( 70%) |
| Physical | 26%( 70%) |
| Fire | 15%( 70%) |
| Nature | 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 12% |
| Disarm Resistance | 10% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 245 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITESLATE039;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.&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. The Brotherhood of Alchemists* &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.& | 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 within7 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 | Lustrewitch (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +15% mind Changes resistances penetration: +10% light Changes damage: +12% light Light radius: +3 A pair of boots made of leather. |
| Light source | survivor&Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +45.00 Light radius: +2 Healing mod.: +11% 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 | Nerywe the Blazewisp (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +4 Mag / +4 Con Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Porada (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Changes stats: +4 Str / +3 Dex Spell save: +6 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blazefoe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Str Changes resistances: +11% nature / +9% light Changes resistances penetration: +5% acid Changes damage: +6% nature / +9% light Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | AribethPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +5 Mag / +5 Wil / +3 Cun Changes resistances: +3% temporal / +24% cold / +3% darkness / +5% arcane Changes damage: +12% cold Blindness immunity: +5% Disarm immunity: +10% Spellpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | copper ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% fire / +6% light / +6% cold Grants telepathy: Demon/Minor Demon/Major Spell save: +6 (+2 eff.) Life regen: +0.50 Maximum life: +50.00 Healing mod.: +12% Rings can have magical properties. |
| Around neck | Ce&Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +12% temporal / +6% nature / +6% physical Changes resistances penetration: +10% mind Mental save: +7 (+3 eff.) Confusion immunity: +12% Pinning immunity: +20% Knockback immunity: +28% Stamina each turn: +0.30 Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
| In main hand | steel greatmaul &039; (27-40.5 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage (Melee): +10 nature / +10 temporal When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% nature Light radius: +1 Massive two-handed mauls. |
| Around waist | rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +12% mind / +12% nature Changes resistances penetration: +20% mind Changes damage: +9% mind Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Burnknight the steel shield (6 def, 21 armour, 15.5-18.6 power, 128 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +128 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +8 fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +21 Armour Hardiness: +6% Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Con Changes resistances: +3% fire / +12% physical Changes damage: +9% fire Talent granted: +2 Block Physical save: +8 (+4 eff.) Handheld deflection devices. |
| Cloak | Sunream (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Fatigue: -6% Changes stats: +7 Dex / +2 Mag / +3 Wil / +3 Cun Changes resistances penetration: +15% fire Mental crit. chance: +5% Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glintdredge the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +6 Str / +5 Mag / +2 Wil Changes resistances: +15% blight / +8% physical / +27% darkness / +16% cold Changes damage: +3% light Spell save: +20 (+6 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the wizard (heal 353 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. 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. |
wild infusion (resist 14%; cure mental, magical)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
HynarihadInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +7 Cun / +5 Wil Changes resistances: +22% acid Changes damage: +11% acid Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +23% Maximum life: +46.00 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 12 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +5% light Changes damage: +12% light Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Light radius: +1 Rings can have magical properties. |
sneakthief&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +4 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% arcane Critical mult.: +20.00% Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Mana each turn: +0.08 Maximum life: +24.00 Maximum mana: +20.00 Rings can have magical properties. |
Saleyanor the Glintenvy (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% light / +3% acid Changes damage: +12% acid Physical save: +6 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron helm &039; (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +12% lightning / +6% cold / +6% nature Changes damage: +3% nature Allows you to breathe in: water Physical save: +10 (+5 eff.) Blindness immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
435 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Saludawen the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +3% light / +12% cold / +3% lightning / +6% fire Light radius: +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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 130.22 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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)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 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. |
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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Dolet the Ogre Sun Paladin level 19
43rd Haze 122nd year of Ascendancy at 01:19 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Dolet the Ogre Sun Paladin level 14
48th Dusk 122nd year of Ascendancy at 04:26 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Dolet the Ogre Sun Paladin level 10
27th Dusk 122nd year of Ascendancy at 20:56 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Dolet the Ogre Sun Paladin level 17
28th Haze 122nd year of Ascendancy at 16:10 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Dolet the Ogre Sun Paladin level 13
41st Dusk 122nd year of Ascendancy at 22:49 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Dolet the Ogre Sun Paladin level 7
3rd Dusk 122nd year of Ascendancy at 07:26 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Dolet the Ogre Sun Paladin level 14
67th Dusk 122nd year of Ascendancy at 09:32 see stats
Log
You pickup 0.45 gold pieces.
You pickup 0.70 gold pieces.
Dolet picks up (n.): aquamarine.
Dolet picks up (p.): topaz.
Dolet picks up (o.): opal.
Ran for 31 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the lake of Nur here (press &039; or right click to use).
Ran for 31 turns (stop reason: at exit).
You gain 0.50 gold from the transmogrification of cured leather sling.
You gain 1.33 gold from the transmogrification of biting gale rune (50 cold damage; freeze 3 turns with power 20).
There is a way to the old forest here (press &039; or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Lore found: journal entry (old forest)
Accepted quest &039;Tul Fortress&WHITE039;j&LASTLASTLASTLASTLASTLAST










































































