Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan 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:
Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.1Adds 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. Steamtech UI 1.1.4 Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Phantoms 1.2.3Geists are back, with three new trees, and a new name! "Phantoms are mages who have made a dark bargain for power. Unlike Doomed, they have yet to fall, and for what little time they have left, the shadows themselves their ally. Can they avert the impending doom upon them, or will they be lost in the darkness?" New skill trees! Vile Tactics Dark Veil Shadowkin --- v1.3 ~ A Deeper Dark Minor(Except not really) changes Bug fixes Balance changes Experimental changes(Looking for feedback on these!) --- v1.4 A Minor Darkening Tooltip fixes -Unseen Heckler has a more fitting tooltip Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Ziguranth Genocide 1.2.3After Protector Myssil died some say by the daggers of a shadowy backstabber, while others bespoke of a crazed mage drawing fiendish black magicks, the fanatic Ziguranth order crumbled into chaos, and its numbers dwindled into insignificance. Completely removes Ziguranth patrols after Myssil dies. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 22 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Emaldanor the large white snake at level 12 on the 1st Mirth 122nd year of Ascendancy at 17:22 0 / 6Killed by Adoba the large brown snake at level 13 on the 2nd Mirth 122nd year of Ascendancy at 17:27 Killed by Salimira the copperhead snake at level 16 on the 32nd Dusk 122nd year of Ascendancy at 06:33 Killed by Diddriko the dwarf at level 17 on the 49th Dusk 122nd year of Ascendancy at 03:58 Killed by Gadhevea the wolf at level 22 on the 58th Haze 122nd year of Ascendancy at 02:10 Killed by Gadhevea the wolf at level 22 on the 58th Haze 122nd year of Ascendancy at 03:24 |
Primary Stats
| Strength | 51 (base 42) |
| Dexterity | 22 (base 10) |
| Constitution | 20 (base 19) |
| Magic | 46 (base 44) |
| Willpower | 15 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -55/566 |
| Positive | 78/98 |
| Healing Factor | 0.81 |
| Regeneration | 21.48486060648 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +10.478745112613% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 43 |
| Crit Chance | 38% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 24% |
| Speed | 0.90515148319316 |
| Cooldown Reduction | 25.019824703232 |
Offense: Mind
| Mindpower | 20.95 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.24 (76.629213483146%) |
| Defense | 21.1 |
| Ranged Defense | 21.1 |
| Fatigue | 26 |
| Physical Save | 22.8625 |
| Spell Save | 41.124122102301 |
| Mental Save | 18.725 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 41% |
| Stun Resistance | 68% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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 257 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 471 damage for 7 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glory | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Radiant Soul |
| talent | Chant of Resistance |
| talent | Righteous Strength |
| detrimental effect | The target is poisoned, taking 2.71 nature damage per turn and decreasing all heals received by 19%. Insidious Poison |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| beneficial effect | The target is under protection and its life regeneration is boosted by 25. Providence |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target's spellpower has been increased by 7. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 10%, reducing spell cooldowns by 25%, and preventing damage over 88% of your maximum life from a single hit. Suncloak |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Erulatharan' (0 def, 1 armour) pair of rough leather boots 'Erulatharan' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances penetration: +6% physical Only die when reaching: -40.00 life A pair of boots made of leather. |
| Light source | Boltmire BoltmireCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +9% blight / +6% lightning Changes resistances penetration: +15% blight Changes damage: +3% blight / +3% lightning Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Mayolaith the Ebonysting (0 def, 3 armour) Mayolaith the Ebonysting (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 darkness Changes resistances: +6% fire / +3% darkness / +6% cold Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Unlighttreason' steel ring 'Unlighttreason'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Str / +5 Dex / +2 Wil / +5 Cun Changes resistances penetration: +5% darkness Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | Sewerstinger SewerstingerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +24% light / +3% fire Changes resistances penetration: +10% nature Changes damage: +12% light / +3% nature Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +24% Knockback immunity: +20% Life regen: +0.90 Maximum life: +20.00 Rings can have magical properties. |
| Around waist | Giluneg GilunegPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +7 Fatigue: -2% Changes stats: +5 Str Mental save: +7 (+4 eff.) Maximum life: +73.00 Maximum mana: +38.00 Maximum stamina: +36.00 Maximum hate: +13.00 Maximum psi: +22.00 Maximum vim: +24.00 Maximum pos.energy: +25.00 Maximum neg.energy: +27.00 Spellpower: +7 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +14 It can be used to create a temporary shield that absorbs 188 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Armarion (25-30 power, 5 apr, light element) Armarion (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 39 arcane / 28 fire Changes resistances: +6% blight Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +34.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +94.00 Spellpower: +40 (+11 eff.) Spell crit. chance: +4% See invisible: +13 Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Voryna the Radiancenight (0 def, 1 armour) Voryna the Radiancenight (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to blind Damage (Melee): 6 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel plate armour 'Thundersun' (4 def, 9 armour) steel plate armour 'Thundersun' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +1 Con Changes resistances: +11% acid / +6% physical / +8% cold / +7% fire / +7% lightning Changes resistances penetration: +10% lightning Changes damage: +3% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +24% Knockback immunity: +23% A suit of armour made of metal plates. |
| Cloak | linen cloak 'Mirefear' (7 def, 0 armour) linen cloak 'Mirefear' (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +13% fire / +13% light / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +15% nature Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+3) grounding copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
wild infusion of the warrior (resist 15%; cure mental, physical) wild infusion of the warrior (resist 15%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
taint of the banshee (100 damage and confuse for 5 turns) taint of the banshee (100 damage and confuse for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: You release a scream full of pain and sorrow, all who hear it take 100.00 mind damage and are confused (20 power) for 5 turns. This scream is so powerful that you are silenced for 0 turns. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Glewe (48-76.8 power, 3 apr) Glewe (48-76.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning / +4 acid When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes stats: +1 Mag / +2 Con Infravision radius: +2 Massive two-handed swords. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Blindorder (10 def, 7 armour) Blindorder (10 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Damage when hit (Melee): 4 mind Changes stats: +9 Mag Changes resistances: +13% light / +9% temporal / +13% darkness / +6% mind Changes damage: +20% light / +15% temporal Maximum life: +62.00 Light radius: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betyrin the Sparkwarden (0 def, 3 armour) Betyrin the Sparkwarden (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% blight / +11% fire / +11% cold Changes damage: +15% lightning A pair of boots made of leather. |
insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Satyrwinter' (0 def, 1 armour) rough leather cap 'Satyrwinter' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +5% cold Changes damage: +6% nature Allows you to breathe in: water See invisible: +3 A cap made of leather. |
dwarven-steel mail armour 'Silydheta' (3 def, 8 armour) dwarven-steel mail armour 'Silydheta' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 blight Changes stats: +5 Cun / +5 Wil Changes resistances: +19% acid / +24% temporal / +6% mind / +6% blight Mental save: +12 (+7 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. Taintblow (1 def, 2 armour)Taintblow (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour Changes resistances: +6% physical Changes damage: +3% nature / +12% acid Physical save: +12 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Stoketrail (dig speed 29 turns)Stoketrail (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind / 16 fire Changes stats: +1 Str Changes resistances penetration: +5% fire Changes damage: +6% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'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. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots 'Gloomtooth' (22/22, 19.5-23.4 power, 2 apr)pouch of steel shots 'Gloomtooth' (22/22, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 On weapon hit: * 40% chance to inflict damage reduction * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 mind Burst (radius 2) on crit: +4 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. ash totem of cure ailments [power 2] (26/10 cooldown)ash totem of cure ailments [power 2] (26/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Galiruisin' [power 29] (26/20 cooldown) ash totem of thorny skin 'Galiruisin' [power 29] (26/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Changes resistances penetration: +5% physical Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Goradur the ash wand of clairvoyance [power 9] (26/4 cooldown) Goradur the ash wand of clairvoyance [power 9] (26/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: -6% Only die when reaching: -40.00 life Healing mod.: +5% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Solaria the Shalore Sun Paladin level 20
30th Haze 122nd year of Ascendancy at 12:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Solaria the Shalore Sun Paladin level 21
49th Haze 122nd year of Ascendancy at 10:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Solaria the Shalore Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 13:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Solaria the Shalore Sun Paladin level 20
22nd Haze 122nd year of Ascendancy at 14:48 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Solaria the Shalore Sun Paladin level 13
5th Mirth 122nd year of Ascendancy at 18:59 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Solaria the Shalore Sun Paladin level 18
55th Dusk 122nd year of Ascendancy at 06:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Solaria the Shalore Sun Paladin level 14
2nd Summertide 122nd year of Ascendancy at 10:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Solaria the Shalore Sun Paladin level 17
33rd Dusk 122nd year of Ascendancy at 05:32 see stats
Log
Gadhevea the wolf hits Solaria for 96 physical damage.
Solaria hits Gadhevea the wolf for 31 light, 4 darkness (35 total damage).
Solaria stops shining.
Ce'Nytira the hornet swarm is no longer influenced by martyrdom.
Ce'Nytira the hornet swarm misses Solaria.
Lightburn from Solaria hits Ce'Nytira the hornet swarm for 15 light damage.
Solaria is jolted to attention by the damage and is no longer being beckoned.
Solaria is no longer beckoned.
Ce'Nytira the hornet swarm hits Solaria for 8 physical, 15 nature, 8 temporal, 15 physical, 7 fire (54 total damage).
Solaria hits Ce'Nytira the hornet swarm for 30 light, (2 to psi shield), 2 darkness (32 total damage).
Solaria casts Providence.
Gadhevea the wolf uses Slash.
Solaria has a cursed wound!
Gadhevea the wolf hits Solaria for 264 physical damage.
Solaria hits Gadhevea the wolf for 30 light, 4 darkness (34 total damage).
Ce'Nytira the hornet swarm misses Solaria.
Solaria no longer has a cursed wound.
Ce'Nytira the hornet swarm stops burning.
Ce'Nytira the hornet swarm's light is back.
Ce'Nytira the hornet swarm is free from the illness.
Solaria is poisoned!
Solaria deactivates Second Life.
Solaria has been healed by a blast of positive energy!
Gadhevea the wolf's light is back.
Solaria is lost in despair!
Beyond the Flesh hits Solaria for 7 physical, 10 mind, 3 nature, 0 physical, 8 fire (27 total damage).
Solaria hits Ce'Nytira the hornet swarm for 27 light, (2 to psi shield), 2 darkness (29 total damage).
Solaria receives 55 healing.
Saving game...
