















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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: Ignore Race/Class Locks 1.7.0Modifies 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.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Maj'Eyal Yeti |
| Class | Wyrmic |
| Level / Exp | 23 / 31% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 76 (base 53) |
| Dexterity | 22 (base 10) |
| Constitution | 42 (base 18) |
| Magic | 22 (base 10) |
| Willpower | 83 (base 40) |
| Cunning | 29 (base 10) |
Resources
| Life | 1127/1127 |
| Stamina | 348/348 |
| Equilibrium | 30 |
| Healing Factor | 1.6625932848266 |
| Regeneration | 31.280662745489 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 57 |
| Crit Chance | 25% |
| APR | 2 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 17% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +8% |
| Physical | +22% |
| Cold | +20% |
| All | +0% |
| Darkness | +26% |
| Light | +6% |
| Lightning | +8% |
| Fire | +8% |
| Nature | +12% |
Offense: Damage Penetration
| Cold | +12% |
| Lightning | +12% |
| Acid | +12% |
| Darkness | +12% |
| Blight | +12% |
| Physical | +12% |
| Fire | +12% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 43.69637703923 (78.809061890258%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 7 |
| Physical Save | 42 |
| Spell Save | 40 |
| Mental Save | 47 |
Defense: Resistances
| Acid | 32%( 70%) |
| Blight | 18%( 70%) |
| Physical | 38%( 70%) |
| Cold | 49%( 70%) |
| All | 12%( 70%) |
| Lightning | 37%( 70%) |
| Temporal | 17%( 70%) |
| Darkness | 13%( 70%) |
| Fire | 21%( 70%) |
| Nature | 15%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Pinning Resistance | 40% |
| Knockback Resistance | 43% |
| Disarm Resistance | 61% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 321 life over 5 turns. Its effects scale with your Strength 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 magical and mental effect and reduce all damage taken by 20% 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: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 and physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Elemental Harmony |
| talent | Icy Skin |
| talent | Meditation |
Quests
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom)As a reward you improved talent Endless Endurance (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | 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. * 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* &039;ve gotten it, cross some moving water on your way back.&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; * You&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * You&WHITESLATE039;Needed: one pouch of faeros ash. They&039; | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Bethuwe the pair of rough leather boots (15 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Wil +3 Cun dps ---------- Dmg.mod +3% physical Acc +15 (+5 eff.) ----- def ----- Armour +1 Defense +15 (+8 eff.) Resists +6% fire +6% cold Die.at -20.00 life A pair of boots made of leather. |
| Light source | survivor&2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 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 | Blastthorn the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +11% physical +18% lightning Spell.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | elm totem of thorny skin &039; [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Mag +3 Wil +1 Con dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 63% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emelawyn0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +1 Mag +7 Wil +2 Con dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) ---------- misc See.Invis +6 Rings make your fingers look great! |
| On fingers | steel ring &039;0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% darkness +6% light Acc +15 (+5 eff.) ----- def ----- Armour +12 Max.HP +26.00 Disarm- +26% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
| Around waist | rough leather belt &039;1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +1.0% Crit.mult +5.00% ----- def ----- Defense +15 (+8 eff.) Resists +6% lightning +6% temporal +1% physical A belt that goes around your waist. |
| In main hand | enhanced dwarven-steel battleaxe (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 33.5 - 50.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +5 Wil +10 Cun +7 Con Massive two-handed battleaxes. |
| On hands | Beleth (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +8 Wil +2 Cun +3 Con dps ---------- Mind.pwr +25 (+6 eff.) ----- def ----- Armour +2 Phys.save +18 (+6 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +35% ---------- misc Hate/m.crit +2.00 Max.psi +10.00 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +14 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +33.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
| Cloak | cashmere cloak &039; (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Mag +4 Wil +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +12% cold Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +0.50 Infravis +2 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chilldream the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +12% darkness +12% cold On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Fatigue -5% Resists +18% acid +6% cold HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
wild infusion (res 17%; physical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 19%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Salewen0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 4 physical ----- def ----- Armour +2 Resists +9% mind Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.12 Technique/Combat training Amulets make your neck look great! |
Purewolf0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +5 Wil +5 Cun dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +12% cold ----- def ----- Armour +4 Resists +3% darkness +24% cold +6% fire +6% nature +6% light Spell.save +3 (+1 eff.) Rings make your fingers look great! |
rogue&0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+3 eff.) Resists +22% cold Rings make your fingers look great! |
titan&0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
steel greatmaul &039; (38-58 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master/Psionic Power 38.5 - 57.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% blight Die.at -40.00 life Disarm- +38% Knockbk- +20% Massive two-handed mauls. |
steel greatsword of crippling (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
Emyrethra the Lavawilter1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% fire ----- def ----- Resists +19% fire +3% light +6% cold ---------- misc Light +1 A belt that goes around your waist. |
Torydas (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +3.0% Crit.mult +5.00% Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 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% Dex, 40% Str, 40% Cun Acc+ +0.2% 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. |
Blazebrawn the iron plate armour (20 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +7 Defense +20 (+10 eff.) Fatigue +22% Resists +6% physical Phys.save +11 (+4 eff.) Spell.save +6 (+2 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
9 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. |
217 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 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. |
8 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Poromiwe the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +2.0% Apr +4 ----- def ----- Resists +3% acid ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_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. |
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. |
4 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. |
4 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. |
Achievements
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press &039; or right click to use).
Ran for 56 turns (stop reason: at exit).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press &039; or right click to use).
Ran for 56 turns (stop reason: at exit).
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You gain 23.08 gold from the transmogrification of ash wand of shielding &039; [power 188] (20 cooldown).
You gain 2.55 gold from the transmogrification of naturalist&LASTLASThardened leather gloves (0 def, 2 armour).
You gain 21.63 gold from the transmogrification of Cuthedelach (0 def, 2 armour).
You gain 1.25 gold from the transmogrification of steel waraxe of amnesia (10-15 power, 3 apr).
You gain 4.68 gold from the transmogrification of blighted ash starstaff of might (15-18 power, 3 apr, temporal element).
You gain 23.94 gold from the transmogrification of ash starstaff &039; (15-18 power, 3 apr, darkness element).
You gain 1.92 gold from the transmogrification of ash magestaff of might (15-18 power, 3 apr, lightning element).
You gain 3.99 gold from the transmogrification of hateful vined mindstar (6-7 power, 18 apr, nature damage).
You gain 17.32 gold from the transmogrification of Delydir.
You gain 20.00 gold from the transmogrification of Spectral Blade (26-42 power, 25 apr).
You gain 3.17 gold from the transmogrification of steel dagger of shearing (12-16 power, 6 apr).
You gain 13.82 gold from the transmogrification of Ologasarach (12-16 power, 6 apr).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (res 24%; mental; dur 2; cd 14).
You gain 1.52 gold from the transmogrification of movement infusion (speed 400%; cd 17).
You gain 1.52 gold from the transmogrification of movement infusion (speed 461%; cd 17).
You gain 5.78 gold from the transmogrification of heroism infusion (die at -378; dur 6; cd 25).
There is a previous level here (press &039; or right click to use).





























































































