Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. 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. 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:
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. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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: 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. 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", 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: 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. 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! 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: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Mardrop |
Class | Adventurer |
Level / Exp | 63 / 25% |
Size | medium |
Lifes / Deaths | Killed by Xanida the dozing great wolf at level 9 on the 77th Pyre 122nd year of Ascendancy at 16:56 / 35Killed by Ce'Nyrimina the xorn at level 18 on the 10th Mirth 122nd year of Ascendancy at 18:00 Killed by Ce'Nyrimina the xorn at level 19 on the 10th Mirth 122nd year of Ascendancy at 21:03 Killed by Eilinegada the bandit lord at level 22 on the 1st Summertide 122nd year of Ascendancy at 12:42 Killed by Eilinegada the bandit lord at level 22 on the 1st Summertide 122nd year of Ascendancy at 14:12 Killed by Eilinegada the bandit lord at level 23 on the 1st Summertide 122nd year of Ascendancy at 16:01 Killed by Kerzzi at level 33 on the 1st Flare 122nd year of Ascendancy at 04:14 Killed by Urkis, the High Tempest at level 38 on the 2nd Flare 122nd year of Ascendancy at 08:32 Killed by Kerzzi at level 39 on the 2nd Flare 122nd year of Ascendancy at 10:17 Killed by Urkis, the High Tempest at level 39 on the 2nd Flare 122nd year of Ascendancy at 11:36 Killed by snow giant boulder thrower at level 40 on the 2nd Flare 122nd year of Ascendancy at 15:55 Killed by greater gwelgoroth at level 41 on the 2nd Flare 122nd year of Ascendancy at 18:03 Killed by Kerzzi at level 42 on the 2nd Flare 122nd year of Ascendancy at 21:21 Killed by Mayebeth the lesser vampire at level 46 on the 3rd Flare 122nd year of Ascendancy at 02:47 Killed by Mayebeth the lesser vampire at level 46 on the 3rd Flare 122nd year of Ascendancy at 04:39 Killed by Mayebeth the lesser vampire at level 46 on the 3rd Flare 122nd year of Ascendancy at 06:07 Killed by Kerzzi's temporal clone at level 48 on the 3rd Flare 122nd year of Ascendancy at 20:09 Killed by Kerzzi's temporal clone at level 48 on the 3rd Flare 122nd year of Ascendancy at 21:46 Killed by Xeryldara the ghoulking at level 50 on the 4th Flare 122nd year of Ascendancy at 13:04 Killed by Xeryldara the ghoulking at level 50 on the 4th Flare 122nd year of Ascendancy at 14:42 Killed by Kerzzi's temporal clone at level 50 on the 4th Flare 122nd year of Ascendancy at 14:59 Killed by Xeryldara the ghoulking at level 50 on the 4th Flare 122nd year of Ascendancy at 17:16 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 03:33 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 04:49 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 06:05 Killed by Kerzzi's temporal clone at level 59 on the 21st Dusk 122nd year of Ascendancy at 07:20 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 08:35 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 10:14 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 12:25 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 15:03 Killed by Malzitr the uruivellas at level 59 on the 21st Dusk 122nd year of Ascendancy at 17:01 Killed by Kerzzi at level 59 on the 21st Dusk 122nd year of Ascendancy at 20:55 Killed by Xanobreta the giant blue ant at level 63 on the 22nd Dusk 122nd year of Ascendancy at 11:40 Killed by Xanobreta the giant blue ant at level 63 on the 22nd Dusk 122nd year of Ascendancy at 13:53 Killed by Xanobreta the giant blue ant at level 63 on the 22nd Dusk 122nd year of Ascendancy at 15:43 |
Primary Stats
Strength | 42 (base 27) |
Dexterity | 24 (base 12) |
Constitution | 34 (base 28) |
Magic | 92 (base 72) |
Willpower | 85 (base 72) |
Cunning | 60 (base 45) |
Resources
Mana | 498/757 |
Equilibrium | 0 |
Vim | 298/298 |
Life | 1383/1383 |
Paradox | 300 |
Healing Factor | 1.25 |
Regeneration | 7.8125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +3.8228454042419% |
Spell | +3.8228454042419% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Invisible | 3 |
Offense: Mainhand
Damage | 38 |
Accuracy | 22 |
Crit Chance | 32% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53.333333333333 |
Crit Chance | 20% |
Speed | 0.96317915012484 |
Offense: Mind
Mindpower | 48.833333333333 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 48.334080283534 (30%) |
Defense | 34.371264136634 |
Ranged Defense | 34.371264136634 |
Fatigue | 8 |
Physical Save | 53.808333333333 |
Spell Save | 58.591666666667 |
Mental Save | 45.191666666667 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 50% |
Pinning Resistance | 5% |
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 12 turns. While Heroism is active, you will only die when reaching -417 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 634% over 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Morph | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / High magic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Arcane elements | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
Chronomancy / Timetravel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Chaotic hedgemagic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 1.00 |
| 6/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Restoration | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Race / Mardrop | 1.00 |
| 1/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reality Smearing |
talent | Matter Weaving |
talent | Pure Aether |
talent | Mage Wind |
talent | Bone Shield |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 lone alchemist from death by Kerzzi. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Kerzzi. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * Vermin are eating the crops in the Sunwall Orchards. * Exterminate them or we will all go hungry. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 length of troll intestine. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | Eruneg the Strikespar (16 def, 3 armour) Eruneg the Strikespar (16 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Armour: +3 Defense: +16 (+7 eff.) Fatigue: +3% Changes stats: +3 Cun / +4 Con Changes damage: +9% lightning Maximum encumbrance: +40 Physical save: +21 (+7 eff.) Spell save: +8 (+2 eff.) Mental save: +25 (+8 eff.) Pinning immunity: +5% Stamina each turn: +0.20 Maximum life: +20.00 Spellpower: +5 (+2 eff.) It can be used to activate talent Evasion, 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: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 14 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind 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. |
On head | drakeskin leather cap 'Serpenttrencher' (0 def, 5 armour) drakeskin leather cap 'Serpenttrencher' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Dex / +3 Mag Changes resistances: +15% lightning / +15% temporal / +25% darkness Changes resistances penetration: +10% arcane Changes damage: +9% nature / +6% blight Physical save: +22 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Infravision radius: +7 Damage Shield penetration: +20% A cap made of leather. |
Tool | Adoriarin [power 2] (10 cooldown) Adoriarin [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +3% arcane Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +1 Lay Web Spell save: +20 (+5 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% It can be used to remove up to 2 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | Viperroar ViperroarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +3 Cun / +3 Str Changes resistances: +6% fire Changes resistances penetration: +15% nature Changes damage: +9% nature / +6% fire Silence immunity: +30% Mana each turn: +0.17 Rings can have magical properties. |
Around waist | rough leather belt 'Elenyrand' rough leather belt 'Elenyrand'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +1 Dex / +1 Mag / +2 Wil / +4 Cun Changes resistances penetration: +7% physical Changes damage: +7% physical Critical mult.: +7.00% Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Light radius: +1 A belt that goes around your waist. |
In main hand | Chaludrastir the elm magestaff (10-12 power, 2 apr, lightning element) Chaludrastir the elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes stats: +1 Dex Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +10% lightning / +6% mind Talent granted: +1 Command Staff Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
On hands | Kindlestrike (0 def, 1 armour) Kindlestrike (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Armour: +1 Changes stats: +3 Dex / +2 Mag / +5 Cun Changes resistances: +6% light / +6% darkness Changes damage: +3% acid Light radius: +2 Infravision radius: +2 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 1). Damage (Melee): +8 light Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +10 light / +14 darkness It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | elven-silk robe 'Noonbolt' (12 def, 0 armour) elven-silk robe 'Noonbolt' (12 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Defense: +12 (+6 eff.) Effects on melee hit: * 15% chance to blind * 30% chance to disease Changes stats: +5 Str / +6 Mag / +6 Wil Changes resistances: +11% lightning / +15% physical / +3% light / +9% blight / +25% cold / +15% fire / +19% acid Changes resistances penetration: +5% light Changes damage: +13% lightning / +24% physical / +23% cold / +7% fire / +8% acid Talent cooldown: Refit Golem (-5 turns) Physical save: +20 (+7 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Gloryth (7 def, 0 armour) Gloryth (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +6% temporal Changes damage: +9% blight / +3% temporal Physical save: +6 (+2 eff.) Spell save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 334 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 51)healing infusion (heal 51) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 51 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. |
stabilizing gold amulet of constitution (+3) stabilizing gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +30% Knockback immunity: +23% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of crippling (50.5-80.8 power, 3 apr)stralite greatsword of crippling (50.5-80.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Ulfadumas (14.5-20.3 power, 3 apr)Ulfadumas (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +15 cold / +20 temporal Burst (radius 1) on hit: +11 light Damage conversion: 35% light When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +9.0% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 blight / 22 temporal Changes stats: +4 Str Changes resistances: +6% blight / +37% temporal Changes resistances penetration: +9% mind / +5% temporal / +9% darkness / +9% light Changes damage: +6% blight / +3% temporal / +9% physical Stamina when hit: +1.10 Blunt and deadly. |
elm starstaff (10-12 power, 2 apr, physical element) elm starstaff (10-12 power, 2 apr, physical 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 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Mag / +1 Wil Physical save: +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. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
cashmere robe 'Emunor' (7 def, 0 armour) cashmere robe 'Emunor' (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Physical power: +17 (+7 eff.) Defense: +7 (+4 eff.) Changes stats: +1 Str Changes resistances: +19% light / +13% temporal Changes damage: +22% temporal / +13% light / +12% all Maximum encumbrance: +20 Physical save: +38 (+11 eff.) Maximum stamina: +20.00 Spellpower: +14 (+5 eff.) Combat speed: +10% It can be used to activate talent Shattering Shout, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 238.62 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. serene elven-silk robe of Angolwen (30 def, 0 armour)serene elven-silk robe of Angolwen (30 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +30 (+12 eff.) Changes stats: +4 Mag / +11 Wil Mental save: +15 (+5 eff.) Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% A pair of boots made of leather. |
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: 6.0 - 6.6 Uses stats: 40% Str, 40% Cun, 40% Dex 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. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Coalglory' (1 def, 0 armour) linen wizard hat 'Coalglory' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid / +11% physical / +6% temporal Changes resistances penetration: +15% temporal Changes damage: +11% acid / +11% physical / +15% darkness A pointy cloth hat, very wizardly... |
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. |
This item will automatically be transmogrified when you leave the level. acidic quiver of dragonbone arrows of annihilation (22/22, 61.5-86.1 power, 29 apr)acidic quiver of dragonbone arrows of annihilation (22/22, 61.5-86.1 power, 29 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 61.5 - 86.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +15.0% Capacity: 22 On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +16 acid Arrows are used with bows to pierce your foes to death. |
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. |
iron pickaxe of predation (dig speed 29 turns) iron pickaxe of predation (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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.) 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
supercharged elm totem of thorny skin [power 20] (26 cooldown) supercharged elm totem of thorny skin [power 20] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30%, putting all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
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 Gems can be sold for money or used in arcane rituals. |
citrine 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kerzzi the Mardrop Adventurer level 51
8th Dusk 122nd year of Ascendancy at 12:47 see stats
By Kerzzi the Mardrop Adventurer level 39
2nd Flare 122nd year of Ascendancy at 12:59 see stats
By Kerzzi the Mardrop Adventurer level 10
77th Pyre 122nd year of Ascendancy at 18:46 see stats
By Kerzzi the Mardrop Adventurer level 20
1st Summertide 122nd year of Ascendancy at 02:40 see stats
By Kerzzi the Mardrop Adventurer level 30
2nd Summertide 122nd year of Ascendancy at 12:27 see stats
By Kerzzi the Mardrop Adventurer level 40
2nd Flare 122nd year of Ascendancy at 12:59 see stats
By Kerzzi the Mardrop Adventurer level 50
4th Flare 122nd year of Ascendancy at 08:49 see stats
By Kerzzi the Mardrop Adventurer level 8
77th Pyre 122nd year of Ascendancy at 16:34 see stats
By Kerzzi the Mardrop Adventurer level 33
1st Flare 122nd year of Ascendancy at 01:44 see stats
By Kerzzi the Mardrop Adventurer level 32
1st Flare 122nd year of Ascendancy at 01:44 see stats
By Kerzzi the Mardrop Adventurer level 29
2nd Summertide 122nd year of Ascendancy at 12:27 see stats
By Kerzzi the Mardrop Adventurer level 33
1st Flare 122nd year of Ascendancy at 04:14 see stats
By Kerzzi the Mardrop Adventurer level 32
1st Flare 122nd year of Ascendancy at 01:44 see stats
By Kerzzi the Mardrop Adventurer level 17
10th Mirth 122nd year of Ascendancy at 04:53 see stats
Log
Xanobreta the giant blue ant receives 348 healing.
Talent Attenuate is ready to use.
Xanobreta the giant blue ant casts Lightning.
Your bone shield absorbs the damage!
Xanobreta the giant blue ant receives 348 healing.
Xanobreta the giant blue ant hits Kerzzi for (164 to bones), 0 lightning (0 total damage).
Lava floor hits Xanobreta the giant blue ant for 14 fire damage.
Talent Invoke Tentacle is ready to use.
Xanobreta the giant blue ant receives 348 healing.
Lava floor hits Xanobreta the giant blue ant for 23 fire damage.
A part of Kerzzi's bone shield regenerates.
Talent Aether Breach is ready to use.
Xanobreta the giant blue ant has finished recovering.
Talent Meteoric Crash is ready to use.
Lava floor hits Xanobreta the giant blue ant for 22 fire damage.
Kerzzi is no longer surging arcane power.
Talent Aether Beam is ready to use.
Talent Petrify is ready to use.
Kerzzi deactivates Reality Smearing.
Kerzzi deactivates Mage Wind.
Kerzzi deactivates Bone Shield.
Kerzzi deactivates Pure Aether.
Kerzzi is no longer pinned.
Kerzzi deactivates Matter Weaving.