











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. 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: Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Actually Usable Bathe in Light 1.6.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 16 / 62% |
Size | medium |
Lifes / Deaths | Killed by Samth the shalore at level 16 on the 33rd Dusk 122nd year of Ascendancy at 12:38 / 1 |
Primary Stats
Strength | 40.705226784444 (base 30) |
Dexterity | 23.410453568888 (base 12) |
Constitution | 25 (base 17) |
Magic | 44.705226784444 (base 34) |
Willpower | 28.410453568888 (base 12) |
Cunning | 24.410453568888 (base 12) |
Resources
Life | -48/359 |
Positive | 75/95 |
Stamina | 161/161 |
Healing Factor | 1.4442070663134 |
Regeneration | 5.9681805178759 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 42 |
Accuracy | 40 |
Crit Chance | 7% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +5% |
Physical | +5% |
Mind | +3% |
All | 0% |
Darkness | +5% |
Light | +15% |
Temporal | +10% |
Nature | +12% |
Offense: Damage Penetration
Light | +20% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 61.993601059962 (78.452380952381%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 27 |
Physical Save | 30 |
Spell Save | 36 |
Mental Save | 23 |
Defense: Resistances
Acid | + 25%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 17%( 70%) |
All | + 4%( 70%) |
Lightning | + 8%( 70%) |
Light | + 33%( 70%) |
Physical | + 9%( 75%) |
Mind | -8%( 70%) |
Fire | + 24%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Teleport Resistance | 20% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 51% |
Poison Resistance | 10% |
Blind Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 4 Cooldown: 22 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 89 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 225 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat veteran | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Glory | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.7)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +22% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 77% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.7)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target is on fire, taking 73.00 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Increases the effectiveness of all healing the target receives by 23%. Empowered Healing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.7): 5%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 28 mind and 29 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 5%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 32 Mind damage, and deal 32 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.7)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+51% chance to avoid traps). Power 2+: -1 Luck, +12 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+20% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 55% if the increase would be enough to kill your opponent. |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 Minotaur. * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% acid Mental save: +3 (+2 eff.) Poison immunity: +10% Teleport immunity: +20% Only die when reaching: -20.00 life Movement speed: +25% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(82 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Curse of Madness Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Changes stats: +2 Wil Changes resistances: +7% acid Changes resistances penetration: +5% lightning Changes damage: +7% acid / +12% nature / +3% mind Critical mult.: +10.00% Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Curse of Misfortune Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +6 Curse of Nightmares Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes damage: +5% darkness / +4% temporal / +5% light / +5% physical Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Curse of Madness Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage (radius 1) on hit: +5 fire When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Changes stats: +5 Mag / +2 Wil Spell save: +12 (+5 eff.) Spellpower: +7 (+3 eff.) Curse of Corpses Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +5 Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 18 Effects when hit in melee: * 10% chance to reduce all saves and defense by 18 Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Mag / +1 Wil / +5 Con Changes damage: +6% temporal Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +12% acid / +17% fire / +9% cold / +5% arcane / +6% nature Changes resistances penetration: +20% light Curse of Misfortune A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +19 darkness Damage (radius 1) on hit: +8 darkness / +7 fire Damage against: +14% Living When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +19 Damage when hit (Melee): 4 darkness Changes resistances penetration: +13% physical Psi when hit: +0.16 Curse of Shrouds Massive two-handed mauls. |
Burning Basher (Corpses) (10-14 power, 4 apr) Burning Basher (Corpses) (10-14 power, 4 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +20 fire burn Damage (radius 2) on crit: +10 acid When wielded/worn: Changes damage: +10% acid / +10% fire Spellpower: +6 (+3 eff.) Sight radius: -1 Curse of Corpses The end of this sceptre emits an acrid smoke and burns painfully if you touch it. |
Haryyarab the steel sceptre (Shrouds) (9-12.6 power, 3 apr) Haryyarab the steel sceptre (Shrouds) (9-12.6 power, 3 apr)Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 2 Base power: 9.0 - 12.6 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 2). Damage (radius 1) on hit: +13 acid / +13 temporal Damage conversion: 12% arcane silence When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +12% arcane Changes damage: +10% acid / +12% temporal Critical mult.: +5.00% Maximum psi: +20.00 Spellpower: +6 (+3 eff.) Curse of Shrouds Blunt and deadly. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Curse of Shrouds One-handed war axes. |
![]() Requires: - Shield usage training - Strength 11 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +10 fire When wielded/worn: Armour: +2 Fatigue: +8% Damage when hit (Melee): 2 fire Changes stats: +2 Str Changes resistances: +27% fire Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Life regen: +4.20 Maximum life: +73.00 Healing mod.: +26% Curse of Madness A suit of armour made of leather. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Powered 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) Activation costs 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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 Activation costs 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Gara the Cornac Adventurer level 10
1st Summertide 122nd year of Ascendancy at 00:42 see stats
By Gara the Cornac Adventurer level 7
2nd Mirth 122nd year of Ascendancy at 12:42 see stats
By Gara the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 22:04 see stats
Log
Gara's mania hastens cooldowns.
Your shield crumbles under the damage!
The shield around Gara crumbles.
Gara harrows Ahis the shalore!
Ahis the shalore hits Gara for (20 absorbed), 81 fire (81 total damage).
Curse of Nightmares hits Ahis the shalore for 25 mind, 26 darkness (51 total damage).
Burning from Ahis the shalore hits Gara for 51 fire damage.
The air around Gara grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Gara casts Bathe in Light.
Samth the shalore slows down.
A shield forms around Gara.
Gara receives 21 healing from Gara's healing light area effect.
Ahis the shalore casts Pulverizing Auger.
Ahis the shalore's spell attains critical power!
Gara's mania hastens cooldowns.
Your shield crumbles under the damage!
The shield around Gara crumbles.
Gara deactivates Second Life.
Gara has been healed by a blast of positive energy!
Samth the shalore casts Rebound.
Terror is knocked back!
Gara is knocked back!
Ahis the shalore hits Gara for (21 absorbed), 0 physical (0 total damage).
Samth the shalore hits Terror for 132 physical damage.
Samth the shalore hits Gara for 111 physical damage.
Gara receives 62 healing.
Gara the level 16 cornac adventurer was punctured to death by Samth the shalore on level 1 of Ambush!.
Gara deactivates Shield Wall.
Gara stops burning.