Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.2.4Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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: Items Vault 1.3.0Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Superhuman |
Class | Wyrmic |
Level / Exp | 69 / 65% |
Size | medium |
Lifes / Deaths | Killed by Shadow of Emeliselle the chitinous spider at level 60 on the 69th Dusk 122nd year of Ascendancy at 19:32 2 / 6Killed by Xerylle the skeleton archer at level 68 on the 70th Dusk 122nd year of Ascendancy at 07:09 Killed by Xerylle the skeleton archer at level 68 on the 70th Dusk 122nd year of Ascendancy at 09:12 Killed by Xerylle the skeleton archer at level 68 on the 70th Dusk 122nd year of Ascendancy at 10:43 Killed by Xerylle the skeleton archer at level 69 on the 70th Dusk 122nd year of Ascendancy at 13:30 Killed by Ketsuta at level 69 on the 70th Dusk 122nd year of Ascendancy at 14:20 |
Primary Stats
Strength | 143 (base 79) |
Dexterity | 83 (base 60) |
Constitution | 98 (base 79) |
Magic | 25 (base 15) |
Willpower | 103 (base 79) |
Cunning | 61 (base 40) |
Resources
Life | 4818/4818 |
Stamina | 536/536 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 15.971253822376 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -45.300131627535% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 10 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 325 |
Accuracy | 85 |
Crit Chance | 60% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22.5 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 78.75 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 64.16 (96.312056737589%) |
Defense | 49.516666666667 |
Ranged Defense | 50.516666666667 |
Fatigue | 0 |
Physical Save | 69.525 |
Spell Save | 76.8375 |
Mental Save | 61.7875 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 36% |
Disarm Resistance | 73% |
Confusion Resistance | 100% |
Silence Resistance | 5% |
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 69% |
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Storm drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Cold drake aspect | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 6/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 4/5 |
Wild-gift / Harmony | 2.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Wild-gift / Fungus | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Conditioning | 1.10 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | Countering melee attacks: Has a 62% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of Alchemists | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | miner's pair of iron boots of uncanny dodging (3 def, 7 armour) miner's pair of iron boots of uncanny dodging (3 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Zeradig the Treepunish (115/115, 64-76.8 power, 17 apr) Zeradig the Treepunish (115/115, 64-76.8 power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +16 Armour Penetration: +17 Physical crit. chance: +7.0% Capacity: 115 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * Slows global speed by 40% * 41% chance to cause random gloom * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target Damage (Ranged): +20 temporal / +21 blight / +20 gravity / +8 nature / +17 physical Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 blight When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (152 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | elven-wood totem of healing 'Blackgasher' [power 302] (17 cooldown) elven-wood totem of healing 'Blackgasher' [power 302] (17 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 41% chance to inflict damage reduction * 30% chance to daze Changes stats: +1 Dex Changes resistances: +9% darkness / +3% lightning Grants telepathy: Humanoid/Orc Talent granted: +4 Lay Web It can be used to heal a target within range 10 (Willpower) for 302, putting all charms on cooldown for 17 turns. When used: 100% chance to regenerate 20 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's stralite ring of nature (+30%) marksman's stralite ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +9 Dex Changes resistances: +30% nature Changes damage: +15% nature Rings can have magical properties. |
On fingers | rogue's stralite ring of tenacity rogue's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Disarm immunity: +21% Pinning immunity: +36% Knockback immunity: +40% Maximum life: +31.00 Rings can have magical properties. |
Around waist | Chargeshine the rough leather belt Chargeshine the rough leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to daze Damage when hit (Melee): 12 lightning Changes resistances: +6% blight Changes resistances penetration: +5% lightning Changes damage: +6% lightning Physical save: +7 (+2 eff.) Mindpower: +3 (+1 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | stralite greatmaul of massacre (74.5-111.75 power, 3 apr) stralite greatmaul of massacre (74.5-111.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 74.5 - 111.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. |
On hands | Cyrabrevena the dwarven-steel gauntlets (0 def, 9 armour) Cyrabrevena the dwarven-steel gauntlets (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 8 physical Changes stats: +2 Str Changes damage: +6% physical See invisible: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Poraseda the stralite plate armour (7 def, 22 armour) Poraseda the stralite plate armour (7 def, 22 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+2 eff.) Fatigue: +18% Changes stats: +5 Str / +10 Wil / +6 Cun / +4 Con Changes resistances: +13% acid / +9% physical / +6% blight / +28% fire / +9% cold / +10% lightning Changes damage: +6% arcane Talent cooldown: Rush (-5 turns) Physical save: +9 (+2 eff.) Mental save: +12 (+3 eff.) Silence immunity: +5% Disarm immunity: +52% Stun/Freeze immunity: +35% Knockback immunity: +29% Only die when reaching: -20.00 life Maximum vim: +30.00 Damage Shield penetration: +10% A suit of armour made of metal plates. |
Cloak | enveloping linen cloak of protection (7 def, 0 armour) enveloping linen cloak of protection (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Eilinakira EilinakiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +9% light / +3% darkness Changes damage: +6% mind Spell save: +20 (+5 eff.) Amulets can have magical properties. |
Inventory
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Glaresquall (41.5-62.25 power, 3 apr)Glaresquall (41.5-62.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target Damage (Melee): +70 insidious poison / +33 cold Burst (radius 1) on hit: +36 fire Burst (radius 2) on crit: +8 light / +4 fire When wielded/worn: Accuracy: +36 (+7 eff.) Armour penetration: +14 Physical power: +19 (+4 eff.) Defense: +19 (+6 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 12 fire Changes stats: +9 Dex / +9 Con Changes resistances: +12% mind Changes resistances penetration: +35% physical / +19% mind / +19% darkness Changes damage: +24% light / +13% physical Disarm immunity: +104% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Vilebait (38.5-50.05 power, 9 apr)Vilebait (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +4 acid / +16 temporal Burst (radius 1) on hit: +31 fire Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +19 Physical crit. chance: +21.0% Defense: +12 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 15 temporal Changes resistances: +9% acid / +15% temporal / +15% mind Changes damage: +6% acid Critical mult.: +32.00% Disarm immunity: +40% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of torment (17-22.1 power, 7 apr)quick dwarven-steel dagger of torment (17-22.1 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +4 Dex Changes resistances penetration: +8% mind / +9% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick iron dagger of erosion (10.5-13.65 power, 5 apr)quick iron dagger of erosion (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 111% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick stralite dagger of erosion (27-35.1 power, 9 apr)quick stralite dagger of erosion (27-35.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +12 nature / +14 temporal When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of crippling (27.5-35.75 power, 9 apr)stralite dagger of crippling (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger of purging (14.5-18.85 power, 7 apr)warbringer's dwarven-steel dagger of purging (14.5-18.85 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 30% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +11 nature When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatmaul of massacre (55.5-83.25 power, 2 apr)balanced dwarven-steel greatmaul of massacre (55.5-83.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +16 (+5 eff.) Disarm immunity: +52% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. throat-seeking yew longbow of dampeningthroat-seeking yew longbow of dampening Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +13 nature When wielded/worn: Changes resistances: +13% acid / +13% fire / +13% cold / +12% lightning Changes resistances penetration: +11% nature Spell save: +10 (+2 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. wyrm's pulsing mindstar (14-15.4 power, 32 apr, nature damage)wyrm's pulsing mindstar (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning / 8 physical / 8 cold / 7 fire / 8 acid Changes resistances: +9% lightning / +9% physical / +8% cold / +9% acid / +9% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. magewarrior's short yew magestaff of channeling (20-24 power, 4 apr, lightning element)magewarrior's short yew magestaff of channeling (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+2 eff.) Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.21 Spellpower: +28 (+14 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 16 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Blood-Letter (33-46.2 power, 4.5 apr)Blood-Letter (33-46.2 power, 4.5 apr) Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel waraxe of massacre (32-44.8 power, 4 apr)inquisitor's dwarven-steel waraxe of massacre (32-44.8 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 32.0 - 44.8 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 18 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
This item will automatically be transmogrified when you leave the level. blurring hardened leather belt of carryingblurring hardened leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Fatigue: -7% Stealth bonus: +11 Maximum encumbrance: +44 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. focusing silk robe of life (3 def, 0 armour)focusing silk robe of life (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Wil / +7 Mag Changes resistances: +17% blight Life regen: +5.10 Mana each turn: +0.32 Psi each turn: +0.32 Maximum life: +88.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of void walking (0 def, 4 armour)pair of dwarven-steel boots of void walking (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +16% darkness / +21% temporal Changes resistances penetration: +15% darkness / +15% temporal Defense after a teleport: +21 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Crown of Eternal Night (0 def, 3 armour)Crown of Eternal Night (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of trickery (0 def, 5 armour)drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fearforged dwarven-steel mail armour (3 def, 8 armour)fearforged dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +25% Changes stats: +8 Con Changes resistances: +11% fire / -16% light / +11% darkness Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour (4 def, 8 armour)searing stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 16 acid / 17 fire Damage when hit (Melee): 14 acid / 10 fire Changes resistances: +23% acid / +26% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of thunder (4 def, 8 armour)searing stralite mail armour of thunder (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+4 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 12 acid / 14 fire Changes stats: +8 Str / +8 Mag / +9 Wil Changes resistances: +26% acid / +18% fire / +18% lightning Spellpower: +22 (+11 eff.) Spell crit. chance: +8% Mindpower: +18 (+4 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. tempestuous drakeskin leather armour (25 def, 8 armour)tempestuous drakeskin leather armour (25 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +25 (+8 eff.) Ranged Defense: +18 (+6 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage (Ranged): 8 lightning Changes resistances: +30% lightning / +30% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings of command (15 def, 10 armour)enlightening mummy wrappings of command (15 def, 10 armour) Requires: - Dexterity 15 Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +10 Defense: +15 (+5 eff.) Fatigue: +2% Changes stats: +11 Cun / +6 Wil Changes resistances: -25% fire Mental save: +37 (+9 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. mummy wrappings of command (16 def, 8 armour)mummy wrappings of command (16 def, 8 armour) Requires: - Dexterity 15 Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +8 Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +4 Cun Changes resistances: -25% fire Mental save: +16 (+4 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. searing mummy wrappings (5 def, 2 armour)searing mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Damage (Melee): 17 acid / 17 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +22% acid / -4% fire Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of crushing (8 def, 2 armour, 35.5-42.6 power, 77.5 block)acidic dwarven-steel shield of crushing (8 def, 2 armour, 35.5-42.6 power, 77.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 35.5 - 42.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 On weapon hit: * 22% chance to corrode armour On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 8 acid Damage when hit (Melee): 25 acid Talent granted: +3 Block Handheld deflection devices. |
41 alchemist agate 41 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. |
onyx 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's iron pickaxe (dig speed 36 turns) crystalomancer's iron pickaxe (dig speed 36 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +27.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)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 106 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
2 citrine 2 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. |
2 zircon 2 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
By Ketsuta the Superhuman Wyrmic level 51
10th Dusk 122nd year of Ascendancy at 13:05 see stats
By Ketsuta the Superhuman Wyrmic level 10
76th Pyre 122nd year of Ascendancy at 08:58 see stats
By Ketsuta the Superhuman Wyrmic level 20
4th Mirth 122nd year of Ascendancy at 05:30 see stats
By Ketsuta the Superhuman Wyrmic level 30
6th Mirth 122nd year of Ascendancy at 04:54 see stats
By Ketsuta the Superhuman Wyrmic level 40
6th Mirth 122nd year of Ascendancy at 15:30 see stats
By Ketsuta the Superhuman Wyrmic level 50
7th Mirth 122nd year of Ascendancy at 01:20 see stats
By Ketsuta the Superhuman Wyrmic level 51
7th Mirth 122nd year of Ascendancy at 05:52 see stats
By Ketsuta the Superhuman Wyrmic level 68
70th Dusk 122nd year of Ascendancy at 10:24 see stats
By Ketsuta the Superhuman Wyrmic level 15
4th Mirth 122nd year of Ascendancy at 02:06 see stats
By Ketsuta the Superhuman Wyrmic level 51
10th Dusk 122nd year of Ascendancy at 13:21 see stats
Log
Talent Ice Breath is ready to use.
Talent Fire Breath is ready to use.
Talent Lightning Breath is ready to use.
Talent Daunting Presence is ready to use.
Talent Static Field is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Stunning Blow is ready to use.
Talent Devouring Flame is ready to use.
Talent Infusion: Wild is ready to use.
Talent Draconic Body is ready to use.
Talent Death Dance is ready to use.
Talent Icy Skin is ready to use.
Talent Dissolve is ready to use.
Talent Bellowing Roar is ready to use.
Talent Corrosive Breath is ready to use.
Talent Healing Nexus is ready to use.
Talent Draconic Will is ready to use.
Talent Sudden Growth is ready to use.
Talent Meditation is ready to use.
Talent Wild Growth is ready to use.
Talent Waters of Life is ready to use.
Talent Evasion is ready to use.
Talent Elemental Harmony is ready to use.
Rested for 65 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Ran for 2 turns (stop reason: interesting character).
Saving game...