Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
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: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. 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:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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: Pepper Pack 1.3.1Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Doctornull's Class Pack 1.2.5This 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. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! 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. 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. Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. 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: 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Verdant Class Pack 1.3.3Content 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 | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 70 / 51% |
Size | medium |
Lifes / Deaths | Killed by Emessra the bandit at level 11 on the 5th Dusk 122nd year of Ascendancy at 12:11 / 4Killed by Islora the copperhead snake at level 24 on the 10th Dusk 122nd year of Ascendancy at 11:09 Killed by Isibrethra the xaren at level 52 on the 23rd Dusk 122nd year of Ascendancy at 15:40 Killed by Wayton at level 70 on the 25th Dusk 122nd year of Ascendancy at 19:25 |
Primary Stats
Strength | 86 (base 72) |
Dexterity | 29 (base 12) |
Constitution | 54.276238157758 (base 33) |
Magic | 76 (base 71) |
Willpower | 50 (base 41) |
Cunning | 51 (base 43) |
Resources
Mana | 484/594 |
Vim | 29/167 |
Life | 550/1725 |
Souls | 2/19 |
Stamina | 335/389 |
Healing Factor | 1.11 |
Regeneration | 1.0545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 129 |
Accuracy | 68 |
Crit Chance | 48% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 72.795263433492 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 37.7 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
All | +12% |
Defense: Base
Armour (hardiness) | 121.10554642896 (53.75%) |
Defense | 31.125 |
Ranged Defense | 36.125 |
Fatigue | 7 |
Physical Save | 53.307227785072 |
Spell Save | 42.641666666667 |
Mental Save | 40.725 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Bleed Resistance | 68% |
Blind Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
Spell / Frost | 1.00 |
| 6/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Dread | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Desecration | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Spell / Necrotic might | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Advanced martial enchantments | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 6/5 |
Corruption / Doom shield | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Soul | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Martial enchantments | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Blood magic | 1.00 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Spell / Reaping | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Animus Hoarder |
talent | Spirit Feed |
talent | Rime |
talent | Battlesurge |
talent | Abyssal Shield |
talent | Necrotic Aura |
talent | Hardened Core |
beneficial effect | The target is surrounded by a magical shield, absorbing 268/268 damage nil before it crumbles. Damage Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion 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. | done |
You failed to protect the injured seer from death by Betothra the lesser vampire. Escort: injured seer (level 3 of Old Forest) | failed |
Escort the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara) | active |
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 Wrathroot. * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +0% Maximum encumbrance: +24 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 5 (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 | dwarven-steel helm 'Umbraquick' (0 def, 4 armour) dwarven-steel helm 'Umbraquick' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +0% Damage when hit (Melee): 16 darkness / 7 physical Changes stats: +4 Str / +7 Dex Changes resistances: +19% lightning / +10% temporal / +14% darkness / +15% mind / +9% sound Changes resistances penetration: +5% mind Changes damage: +12% mind 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 499.6 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Islureta the iron pickaxe (dig speed 24 turns) Islureta the iron pickaxe (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to disease Changes stats: +5 Str / +1 Mag / +4 Wil / +2 Con Changes resistances: +3% blight Mental crit. chance: +6% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On hands | Drunarifast the hardened leather gloves (0 def, 2 armour) Drunarifast the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Damage (Melee): 11 fire Changes stats: +5 Str / +10 Dex / +1 Wil / +4 Cun Changes resistances: +7% fire Changes damage: +6% fire Grants telepathy: Dragon Talent cooldown: Double Strike (-1 turn) Physical save: +33 (+10 eff.) Disarm immunity: +5% Knockback immunity: +5% When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +3 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Burst (radius 2) on crit: +11 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Stealth bonus: +6 Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
In main hand | stralite waraxe 'Turilen' (31-43.4 power, 5 apr) stralite waraxe 'Turilen' (31-43.4 power, 5 apr)Requires: - Strength 23 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Blight Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +4 blight / +16 mind Burst (radius 1) on hit: +8 blight / +17 fire Burst (radius 2) on crit: +4 blight When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +5 Con Changes resistances: +3% temporal Changes resistances penetration: +12% physical Changes damage: +3% temporal Disarm immunity: +25% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
In off hand | stralite shield of mind resistance (+17%) (10 def, 2 armour, 50-60 power, 140 block) stralite shield of mind resistance (+17%) (10 def, 2 armour, 50-60 power, 140 block)Requires: - Strength 21 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Powered by arcane forces Infused by psionic forces Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +7% Changes resistances: +17% mind Talent granted: +4 Block Handheld deflection devices. |
Cloak | Xerylrawyn the linen cloak (6 def, 0 armour) Xerylrawyn the linen cloak (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +12% darkness / +12% temporal Changes resistances penetration: +15% acid Changes damage: +9% acid Physical save: +6 (+2 eff.) Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% 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. |
Around neck | gold amulet 'Bethumira' gold amulet 'Bethumira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 light / 5 darkness Effects when hit in melee: * 7% chance to blind * 5% chance to inflict damage reduction Changes stats: +1 Con Changes damage: +9% light / +8% darkness Mental save: +6 (+2 eff.) Light radius: +2 Amulets can have magical properties. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
iron greatmaul of erosion (17-25.5 power, 1 apr) iron greatmaul of erosion (17-25.5 power, 1 apr)Requires: - Strength 5 Powered by arcane forces Infused by nature Enchantment: Weapon 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal Massive two-handed mauls. |
arcing iron longsword (10-14 power, 2 apr) arcing iron longsword (10-14 power, 2 apr)Requires: - Strength 5 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +6 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 9 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +2 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 11 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.10 Spell / Water +0.20 Technique / Flowing path Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
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: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour 'Delyhor' (2 def, 6 armour) steel mail armour 'Delyhor' (2 def, 6 armour)Requires: - Strength 11 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +6% Changes stats: +6 Str / +2 Dex / +5 Wil / +5 Cun / +3 Con Grants telepathy: Humanoid/Orc Mental save: +13 (+4 eff.) Life regen: +2.60 Stamina each turn: +0.80 Equilibrium when hit: +0.08 Maximum life: +45.00 Healing mod.: +5% A suit of armour made of mail. |
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 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. |
reinforced steel shield of acid resistance (+15%) (6 def, 6 armour, 13-15.6 power, 64 block) reinforced steel shield of acid resistance (+15%) (6 def, 6 armour, 13-15.6 power, 64 block)Requires: - Strength 8 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +64 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +4% Changes resistances: +15% acid Talent granted: +2 Block Handheld deflection devices. |
sonic iron shield of cold resistance (+16%) (4 def, 2 armour, 9.5-11.4 power, 16.5 block) sonic iron shield of cold resistance (+16%) (4 def, 2 armour, 9.5-11.4 power, 16.5 block)Requires: - Strength 5 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +16 Burst (radius 1) on hit: +11 sound When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Damage (Melee): 6 sound Damage when hit (Melee): 11 sound Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. psion's granite wardstone of the heavenspsion's granite wardstone of the heavens Requires: - Magic 15 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes resistances: +11% light / +15% temporal / +9% darkness / +17% arcane Reduce damage by fixed amount: +2 all Maximum wards: +3 light / +3 temporal / +2 darkness / +3 arcane Talent granted: +2 Ward Mental save: +12 (+4 eff.) Slows Projectiles: +15% Handheld warding devices |
Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
5 agate 5 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 When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 When used as a pommel gem: +20% damage shield penetration. 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
topaz 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 When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel 3 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 When used as a pommel gem: +10% damage shield penetration. 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. It can be used to combine with a weapon (makes a non enchanted into an artifact) , 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 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. |
Flashburst [power 1] (14 cooldown) Flashburst [power 1] (14 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid / 8 fire Changes resistances: +3% acid / +6% fire Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +5% fire Changes damage: +3% fire Talent granted: +1 Ward It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
ametrine 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 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
Achievements
By Wayton the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 08:54 see stats
By Wayton the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 05:34 see stats
By Wayton the Cornac Adventurer level 20
7th Dusk 122nd year of Ascendancy at 04:10 see stats
By Wayton the Cornac Adventurer level 30
11st Dusk 122nd year of Ascendancy at 08:02 see stats
By Wayton the Cornac Adventurer level 40
12nd Dusk 122nd year of Ascendancy at 10:52 see stats
By Wayton the Cornac Adventurer level 50
23rd Dusk 122nd year of Ascendancy at 10:11 see stats
By Wayton the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 05:36 see stats
By Wayton the Cornac Adventurer level 66
24th Dusk 122nd year of Ascendancy at 14:18 see stats
By Wayton the Cornac Adventurer level 23
9th Dusk 122nd year of Ascendancy at 16:54 see stats
Log
Burning Shock from Eilinulle the snow giant hits Yvusetha, the lost anorithil for 31 fire damage.
Wayton receives 79 healing.
Insidious Poison from Gera the umber hulk hits Wayton for 0 nature damage.
Rocky mountain turns into rocky ground.
Snow giant boulder thrower uses Throw Boulder.
Yvusetha, the lost anorithil is knocked back!
Wayton is knocked back!
Wayton hits Great wolf for 28 darkness damage.
Snow giant boulder thrower hits Yvusetha, the lost anorithil for 309 physical damage.
Snow giant boulder thrower hits Wayton for 0 physical damage.
Yvusetha, the lost anorithil is not stunned anymore.
Yvusetha, the lost anorithil says: 'Help! Great wolf to the east!'
Wayton receives 79 healing.
Insidious Poison from Gera the umber hulk hits Wayton for 0 nature damage.
Wayton hits Great wolf for 28 darkness damage.
Talent Rune Strike is ready to use.
Talent Reaper's Shroud is ready to use.
Insidious Poison from Gera the umber hulk hits Wayton for 0 nature damage.
Wayton hits Great wolf for 23 darkness damage.
Wayton deactivates Osmosis Shield.
Wayton is no longer poisoned.
Ran for 3 turns (stop reason: hostile spotted to the north (great wolf)).
Wayton stops regenerating health quickly.
The wraith returns to Wayton's body
Wayton rips more animus from its victim. (+1 more soul)
A shield forms around Wayton.