







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Playable Naloren Race 1.6.0Adds 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. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Shrug Off Critical Hits 1.6.0As of 1.6.7, this addon is unnecessary Unifies Crit-Shrug-Off into one predictable stat. Currently, several talents say "all direct critical hits (physical, mental, spells) against you have a X% lower critical multiplier (but always do at least normal damage)". This was a lie. What these talents actually do is give you a X% chance to remove extra critical damage. In this addon, Crit Shrug Off reduces the critical multiplier on incoming damage. Since everyone has some Crit Shrug Off from dexterity, this makes critical hits weaker, but more reliable. Furthermore, there were 2 related statistics, Crit Reduction and Crit Shrug Off. This addon replaces all sources of Crit Reduction with Crit Shrug off. Technical Details Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Grove Keeper 1.6.2Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Embers of Rage 1.6.0Official 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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. Revised Alchemist 1.6.4Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Revamped Skirmisher 1.6.0Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] Harbinger 1.5.6 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. 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. nsrr's Exotic Weapons 1.4.8 Items Vault 1.6.0Donators/Buyers bonus! High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Dreamelf 1.5.5 More Short Staves 1.5.10 Class: Revamped Wyrmic 1.6.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Malik's Greatspears 1.6.0 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Forbidden Cults 1.6.0Official 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 | Lightspawn |
| Class | Anorithil |
| Level / Exp | 13 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by brown bear at level 13 on the 18th Dusk 122nd year of Ascendancy at 12:49 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 44 (base 35) |
| Willpower | 19 (base 10) |
| Cunning | 37 (base 33) |
Resources
| Life | -1/351 |
| Positive | 46/46 |
| Negative | 4/46 |
| Healing Factor | 1.063829787234 |
| Regeneration | 1.436170212766 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -35% |
| Spell | 0% |
| Global | +126.57417429821% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 4 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Darkness | +26% |
| Cold | +35% |
| Arcane | +4% |
| Fire | +18% |
| Acid | +3% |
Offense: Damage Penetration
| Fire | +15% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Light | + 26%( 70%) |
| Nature | + 16%( 70%) |
| Darkness | -12%( 70%) |
| Lightning | + 16%( 70%) |
| Cold | + 54%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 18% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 84% |
Inscriptions (2/3)
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 23.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Lightspawn | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Corona |
| talent | Hymn of Perseverance |
| talent | Searing Sight |
| talent | Hymn Nocturnalist |
| talent | Glyphs |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Increases global action speed by 27%. Speed |
| beneficial effect | The target's spellpower has been increased by 3. Spellsurge |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. pair of rough leather boots of phasing (0 def, 1 armour) (On feet)]pair of rough leather boots of phasing (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Wil / +2(-) Mag It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | [vs. Wintertide Phial (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 (-) Infravision radius: +6 (-) It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 14.64 to 43.91 lightning damage (29.27 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On fingers | [vs. Vargh Redemption (On fingers)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Talent masteries: +0.20(-) Wild-gift / Rain Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 6.54 cold and 4.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. Xanyreta the Demonpall (18-21.6 power, 3 apr, fire element) (In main hand)]Xanyreta the Demonpall (18-21.6 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +15%(-) fire Changes damage: +18%(-) darkness / +18%(-) fire Talents granted: +1.00(-) Command Staff Critical mult.: +12.00% (-) Spellpower on spell critical (stacks up to 3 times): +3 (-) Spellpower: +9 (+4 eff.) (-) Spell crit. chance: +9% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. corrosive rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)]corrosive rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) acid Changes stats: +3(-) Mag Changes resistances: +5%(-) acid Changes damage: +4%(-) arcane / +3%(-) acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+12 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold / +7%(-) all Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.30(-) Spell / Water +0.30(-) Spell / Frost alchemy +0.30(-) Spell / Ice Spellpower: +5 (+2 eff.) (-) Movement speed: +15% (-) Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+5 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+2 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | [vs. copper amulet of willpower (+2) (Around neck)]copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Amulets can have magical properties. |
Inventory
regeneration infusion of the wizard (heal 233; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Xanyreta the Demonpall (18-21.6 power, 3 apr, fire element) (In main hand)]elm vilestaff (10-12 power, 2 apr, acid element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +0%(-15%) fire Changes damage: +10% acid / +0%(-18%) fire / +0%(-18%) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-12.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +3 (+2 eff.) (-6 (-2 eff.)) Spell crit. chance: +1% (-8%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Xanyreta the Demonpall (18-21.6 power, 3 apr, fire element) (In main hand)]potent elm starstaff of might (13-15.6 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +0%(-15%) fire Changes damage: +13%(-5%) darkness / +0%(-18%) fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-12.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +6 (+3 eff.) (-3 (-1 eff.)) Spell crit. chance: +6% (-3%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-12 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold / +7%(-) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Ice Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]shimmering linen robe of light (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-12 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold / +15% light / +7%(-) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold / +10% arcane / +10% light Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Ice Maximum mana: +11.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]shimmering linen robe of light (+16%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-12 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold / +16% light / +7%(-) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold / +11% light / +11% arcane Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Ice Maximum mana: +14.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Mighty Girdle (Around waist)]Shadespawner Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Changes resistances penetration: +5% darkness Maximum encumbrance: +0 (-70) Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Knockback immunity: +10% (-30%) Maximum life: +31.00 (-9.00) A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)]enveloping linen cloak of the Shaloren (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Defense: +6 (+4 eff.) Changes stats: +2 Wil / +1 Mag Physical save: +6 (+6 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots of phasing (0 def, 1 armour) (On feet)]Stormhash (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Effects on melee hit: * 10% chance to reduce armor by 32% Changes stats: +0(-3) Wil / +0(-2) Mag Changes resistances penetration: +5% cold Changes damage: +6% lightning / +6% acid Infravision radius: +2 A pair of boots made of leather. |
[vs. pair of rough leather boots of phasing (0 def, 1 armour) (On feet)]pair of rough leather boots 'Isyta' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 4 blight Changes stats: +0(-2) Mag / +0(-3) Wil / +4 Cun Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +21% Mana each turn: +0.04 Equilibrium when hit: +0.04 Mana when firing critical spell: +2.00 A pair of boots made of leather. |
[vs. pair of rough leather boots of phasing (0 def, 1 armour) (On feet)]Blazeoracle the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -3% Damage when hit (Melee): 2 nature Changes stats: +0(-3) Wil / +0(-2) Mag Changes resistances: +6% light / +1% physical Maximum encumbrance: +24 Physical save: +6 (+6 eff.) Only die when reaching: -60.00 life Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of rough leather boots of phasing (0 def, 1 armour) (On feet)]Sleettooth (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +3 (+2) Fatigue: +2% Changes stats: +0(-2) Mag / +0(-3) Wil / +1 Con Changes damage: +12% physical / +3% cold Life regen: +2.00 Stamina each turn: +3.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. corrosive rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)]cinder hardened leather gloves of strength (+2) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +2 (+1) Damage (Melee): 0(-6) acid / 5 fire Changes stats: +2 Str / +0(-3) Mag Changes resistances: +0%(-5%) acid / +5% fire Changes damage: +0%(-3%) acid / +3% fire / +0%(-4%) arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]bladed rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 9.0 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]cleansing rough leather cap of strength (+2) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +6% blight / +0%(-10%) cold / +5% nature / +0%(-10%) lightning Changes damage: +0%(-10%) lightning / +0%(-10%) cold A cap made of leather. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+6 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+6 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 tiny geode 5 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Wintertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (+2) Infravision radius: +0 (-6) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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) 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. |
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 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Urthaleg the Lightspawn Anorithil level 10
3rd Flare 122nd year of Ascendancy at 08:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Urthaleg the Lightspawn Anorithil level 8
10th Mirth 122nd year of Ascendancy at 09:41 see stats
Log
Urthaleg hits Black mamba for 4 light damage.
Urthaleg hits Brown bear for 4 light damage.
Burning from Emelratta the green worm mass hits Urthaleg for 27 fire damage.
Emelratta the green worm mass shoots!
Urthaleg's light area effect hits Black mamba for 12 light damage.
Urthaleg's light area effect hits Emelratta the green worm mass for (8 resist armour), 4 light (4 total damage).
Urthaleg hits Venom drake hatchling for 7 lightning damage.
Urthaleg hits Emelratta the green worm mass for (6 resist armour), 0 lightning (0 total damage).
Urthaleg hits Brown bear for 7 lightning damage.
Talent Twilight is ready to use.
Talent Bathe in Light is ready to use.
Talent Command Staff is ready to use.
Urthaleg hits Emelratta the green worm mass for (4 resist armour), 0 light (0 total damage).
Urthaleg hits Black mamba for 4 light damage.
Urthaleg hits Brown bear for 4 light damage.
Burning from Emelratta the green worm mass hits Urthaleg for 27 fire damage.
Emelratta the green worm mass deactivates Agile Gunner.
Urthaleg's light area effect hits Black mamba for 14 light damage.
Urthaleg's light area effect hits Emelratta the green worm mass for (8 resist armour), 6 light (6 total damage).
Urthaleg hits Brown bear for 8 lightning damage.
Urthaleg stops burning.
Black mamba is dazed!
Urthaleg hits Emelratta the green worm mass for (4 resist armour), 0 light (0 total damage).
Urthaleg hits Venom drake hatchling for 4 light damage.
Urthaleg hits Black mamba for 4 light damage.
Urthaleg hits Brown bear for 4 light damage.
Urthaleg casts Bathe in Light.
Saving game...







































































