Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Dark Priest 1.3.3Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Ashes of Urh'Rok 1.4.0Official 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:
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: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Gladiator 1.4.6Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Swashbuckler 1.4.6An new, hybrid class. Warning. It requires Embers of Rage. Spellsword 1.3.3This 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. 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: Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 42 / 72% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 15 on the 10th Flare 122nd year of Ascendancy at 02:55 / 10Killed by Xanussra the red ooze at level 17 on the 10th Flare 122nd year of Ascendancy at 18:23 Killed by ritch flamespitter at level 18 on the 1st Dusk 122nd year of Ascendancy at 13:39 Killed by Beluwyn the giant white ant at level 18 on the 1st Dusk 122nd year of Ascendancy at 15:04 Killed by Beluwyn the giant white ant at level 18 on the 1st Dusk 122nd year of Ascendancy at 16:09 Killed by Xanynor the blue crystal at level 22 on the 6th Dusk 122nd year of Ascendancy at 04:09 Killed by Xanynor the blue crystal at level 22 on the 6th Dusk 122nd year of Ascendancy at 04:58 Killed by black crystal at level 22 on the 6th Dusk 122nd year of Ascendancy at 05:36 Killed by Xanynor the blue crystal at level 23 on the 6th Dusk 122nd year of Ascendancy at 06:37 Killed by multi-hued crystal at level 33 on the 7th Dusk 122nd year of Ascendancy at 04:22 |
Primary Stats
Strength | 138 (base 57) |
Dexterity | 57 (base 22) |
Constitution | 16 (base 12) |
Magic | 17 (base 12) |
Willpower | 65 (base 50) |
Cunning | 58 (base 45) |
Resources
Life | 832/832 |
Stamina | 276/276 |
Psi | 97/145 |
Healing Factor | 1 |
Regeneration | 4.85 |
Speed
Mental | +16.097826086957% |
Attack | 0% |
Movement | +13.430656934307% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 79 |
Accuracy | 50 |
Crit Chance | 99% |
APR | 29 |
Speed | 0.86 |
Offense: Offhand
Damage | 51 |
Accuracy | 50 |
Crit Chance | 99% |
APR | 30 |
Speed | 0.86 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 49 (87.462686567164%) |
Defense | 38 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 44 |
Mental Save | 40 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 29% |
Confusion Resistance | 49% |
Instadeath Resistance | 100% |
Stun Resistance | 41% |
Poison Resistance | 41% |
Silence Resistance | 26% |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Expertise / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Expertise / Swords | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Expertise / Maces | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Expertise / Axes | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Dual weapons | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Gladiator | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precision |
talent | Cleaving Blows |
talent | Beyond the Flesh |
talent | Dexterous Strikes |
talent | Exploit Weakness |
talent | Frenzy |
talent | Augmentation |
talent | Combat Instinct |
beneficial effect | Countering melee attacks: Has a 24% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Psionic focus | iron greatmaul of crippling (132% power, 1 apr) iron greatmaul of crippling (132% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 Power: 132% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Massive two-handed mauls. |
On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Wintertide Phial Wintertide PhialPowered 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 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Torolerin the Chargequench (0 def, 3 armour) Torolerin the Chargequench (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to daze Changes stats: +2 Str / +3 Wil Changes resistances: +6% blight Changes resistances penetration: +5% lightning / +10% arcane Changes damage: +24% lightning Mental save: +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of rough leather boots 'Torchslice' (12 def, 1 armour) pair of rough leather boots 'Torchslice' (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+4 eff.) Fatigue: +1% Changes resistances: +7% fire / +5% arcane / +6% cold It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 31 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Tool | supercharged ash totem of cure ailments [power 2] (15 cooldown) supercharged ash totem of cure ailments [power 2] (15 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 8 (based on Willpower), putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Xerydhevena XerydhevenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% lightning / +6% fire Disease immunity: +5% Stun/Freeze immunity: +26% Life regen: +1.60 Rings can have magical properties. |
On fingers | Glitterspike GlitterspikePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes damage: +3% light Silence immunity: +26% Mana each turn: +0.18 Rings can have magical properties. |
Around neck | stralite amulet 'Armesin' stralite amulet 'Armesin'Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +8 Dex / +8 Wil / +4 Con Changes resistances: +3% lightning / +3% temporal / +6% light / +23% blight / +3% acid / +29% mind / +14% nature Spell save: +25 (+8 eff.) Poison immunity: +41% Disease immunity: +35% Confusion immunity: +34% Amulets can have magical properties. |
In main hand | Bindil (125% power, 2 apr) Bindil (125% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 125% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Burst (radius 1) on hit: +7 fire When wielded/worn: Armour penetration: +2 Physical power: +2 (+1 eff.) Critical mult.: +6.00% Stamina each turn: +0.40 One-handed war axes. |
Around waist | Beryhor the Nightwither Beryhor the NightwitherPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 12 mind Changes stats: +8 Dex / +5 Mag / +4 Wil / +9 Cun Changes damage: +6% mind / +9% darkness Spell crit. chance: +5% Mental crit. chance: +16% A belt that goes around your waist. |
In off hand | Betonne the steel longsword (125% power, 3 apr) Betonne the steel longsword (125% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 125% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +7 temporal / +11 nature / +10 mind When wielded/worn: Physical crit. chance: +18.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 15% chance to corrode armour Changes stats: +2 Str Changes resistances: +3% blight / +9% cold / +12% lightning See invisible: +6 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Cloak | Gleamspawn (1 def, 0 armour) Gleamspawn (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light / 8 blight Changes stats: +2 Cun / +2 Dex Changes resistances: +11% temporal / +14% darkness / +3% light Changes resistances penetration: +10% blight Changes damage: +6% blight Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Polilelle the dwarven-steel plate armour (5 def, 21 armour) Polilelle the dwarven-steel plate armour (5 def, 21 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +21 Defense: +5 (+2 eff.) Fatigue: +22% Changes stats: +11 Str Changes resistances: +16% darkness / +10% physical Maximum encumbrance: +20 Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +31.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (331% speed; 6 turns)movement infusion (331% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 331% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 21; turns 5; dispells darkness)sun infusion (rad 7; power 21; turns 5; dispells darkness) 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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion of the warrior (resist 24%; cure mental, magical)wild infusion of the warrior (resist 24%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 magical effect and reduce all damage taken by 24% for 5 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the wizard (69 cold damage; 31 apply power)biting gale rune of the wizard (69 cold damage; 31 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 69.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 31. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune of the wizard (radius 16; dur 23; see dragon)vision rune of the wizard (radius 16; dur 23; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 18) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any dragon around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
Unerring Scalpel (127% power, 25 apr) Unerring Scalpel (127% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 127% Range: 1.3x Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
thought-forged iron dagger (118% power, 5 apr) thought-forged iron dagger (118% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 118% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Spellcrusher (151% power, 4 apr)Spellcrusher (151% power, 4 apr) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
balanced iron greatmaul of massacre (138% power, 1 apr) balanced iron greatmaul of massacre (138% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Disarm immunity: +29% Massive two-handed mauls. |
iron greatsword (132% power, 1 apr) iron greatsword (132% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 133% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Tarrahir the dwarven-steel longsword (160% power, 4 apr) Tarrahir the dwarven-steel longsword (160% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 160% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 10% chance to cause random gloom Damage (Melee): +10 mind When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% acid / +6% temporal / +6% darkness / +3% cold / +5% arcane Spell save: +10 (+3 eff.) Sharp, long, and deadly. |
insidious steel longsword (129% power, 3 apr) insidious steel longsword (129% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 130% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 insidious poison Sharp, long, and deadly. |
iron longsword (122% power, 2 apr) iron longsword (122% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 122% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (122% power, 2 apr) iron longsword (122% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 122% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword of massacre (131% power, 2 apr) iron longsword of massacre (131% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 131% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. earthen ash magestaff (127% power, 3 apr, arcane element)earthen ash magestaff (127% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff 'Glorynne' (142% power, 5 apr, fire element)elven-wood vilestaff 'Glorynne' (142% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 142% Range: 1.2x 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% On weapon hit: * 40% chance to cause random gloom * 40% chance to disease Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Effects on melee hit: * 13% chance to disease Changes resistances: +24% acid Maximum wards: +2 fire Changes resistances penetration: +12% fire Changes damage: +6% blight / +25% fire Talents granted: +4 Ward +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.17 Vim when firing critical spell: +5.00 Maximum vim: +34.00 Spellpower: +28 (+8 eff.) Spell crit. chance: +10% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff of power (127% power, 3 apr, temporal element)shimmering ash starstaff of power (127% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +54.00 Spellpower: +11 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Stormlash (130% power, 7 apr) Stormlash (130% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 131% Range: 1.1x Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 19.63 to 58.90 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Gydakira the hardened leather belt Gydakira the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. |
linen cloak 'Daimugadur' (1 def, 4 armour) linen cloak 'Daimugadur' (1 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes resistances: +13% darkness / +11% temporal Spell save: +7 (+2 eff.) Mental save: +9 (+3 eff.) Poison immunity: +5% Disease immunity: +5% Pinning immunity: +10% Defense after a teleport: +26 Resist all after a teleport: +16% New effects duration reduction after a teleport: +36% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (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 Con A cap made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (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% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; 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: Acid Gems can be sold for money or used in arcane rituals. |
60 alchemist agate 60 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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 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. icy pouch of steel shots of erosion (21/21, 139% power, 2 apr)icy pouch of steel shots of erosion (21/21, 139% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 139% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 Damage (Ranged): +7 temporal / +8 nature / +7 cold Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
Achievements
By Orlien the Cornac Adventurer level 11
1st Flare 122nd year of Ascendancy at 18:19 see stats
By Orlien the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 05:54 see stats
By Orlien the Cornac Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 00:18 see stats
By Orlien the Cornac Adventurer level 30
6th Dusk 122nd year of Ascendancy at 11:49 see stats
By Orlien the Cornac Adventurer level 40
7th Dusk 122nd year of Ascendancy at 17:41 see stats
By Orlien the Cornac Adventurer level 11
7th Mirth 122nd year of Ascendancy at 06:20 see stats
Log
Orlien performs a melee critical strike against War bear!
Orlien performs a melee critical strike against War bear!
Orlien performs a melee critical strike against War bear!
Orlien hits War bear for 116 physical, 6 acid, , 0 arcane, , , , 7 fire, 0 physical, 8 temporal, 11 nature, 13 mind, , 0 arcane, , , , 0 physical, 6 acid, , 0 arcane, , , , 7 fire, 0 physical, 8 temporal, 11 nature, 13 mind, , 0 arcane, , , , 0 physical, , 0 arcane, , , , 0 physical, , 0 arcane, , , (203 total damage).
Frenzy hits Orlien for 15 healing, 17 healing, 17 healing, 17 healing, 17 healing, 17 healing (0 total damage) [98 healing].
Acid Splash from Orlien hits War bear for 5 acid damage.
Deep Wound from Orlien hits War bear for 33 physical damage.
War bear hits War bear for 0 physical damage.
Orlien performs a melee critical strike against War bear!
Orlien hits War bear for 0 physical, , 0 arcane, , , (0 total damage).
Orlien receives 17 healing from Frenzy.
Orlien performs a melee critical strike against War bear!
Orlien performs a melee critical strike against War bear!
Orlien performs a melee critical strike against War bear!
Orlien performs a melee critical strike against War bear!
Orlien performs a melee critical strike against War bear!
You collect a new ingredient: bear paw (1).
Orlien hits War bear for 0 physical, 6 acid, , 0 arcane, , , , 7 fire, 0 physical, 6 acid, , 0 arcane, , , , 7 fire, 0 physical, 8 temporal, 11 nature, 13 mind, , 0 arcane, , , , 0 physical, , 0 arcane, , , , 0 physical, 8 temporal, 11 nature (75 total damage).
Frenzy hits Orlien for 17 healing, 17 healing, 17 healing, 17 healing, 17 healing (0 total damage) [83 healing].
Orlien killed War bear!
Orlien deactivates Precision.
Orlien deactivates Cleaving Blows.
Orlien deactivates Augmentation.
Orlien deactivates Beyond the Flesh.
Orlien deactivates Exploit Weakness.
Orlien deactivates Combat Instinct.
Orlien deactivates Frenzy.
Orlien deactivates Dexterous Strikes.