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: 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. 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: 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! Arcanum Class Pack 1.3.3Primary 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: 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. 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. 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. 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. 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. 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. 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 1.3.1Content 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 | Cornac |
Class | Adventurer |
Level / Exp | 79 / 79% |
Size | medium |
Lifes / Deaths | Killed by Nerugathra the bandit lord at level 17 on the 6th Dusk 122nd year of Ascendancy at 19:19 / 20Killed by Ivyma the cutpurse at level 19 on the 6th Dusk 122nd year of Ascendancy at 22:14 Killed by Ivyma the cutpurse at level 20 on the 7th Dusk 122nd year of Ascendancy at 06:57 Killed by Ivyma the cutpurse at level 20 on the 7th Dusk 122nd year of Ascendancy at 08:53 Killed by bandit at level 27 on the 8th Dusk 122nd year of Ascendancy at 19:55 Killed by Bethyriatha the thief at level 28 on the 10th Dusk 122nd year of Ascendancy at 05:20 Killed by Velonn the copperhead snake at level 38 on the 14th Dusk 122nd year of Ascendancy at 17:42 Killed by Bethana the dire wolf at level 41 on the 15th Dusk 122nd year of Ascendancy at 01:52 Killed by Bethana the dire wolf at level 41 on the 15th Dusk 122nd year of Ascendancy at 04:03 Killed by Zubathra the rattlesnake at level 45 on the 15th Dusk 122nd year of Ascendancy at 11:04 Killed by nightmare horror at level 68 on the 18th Dusk 122nd year of Ascendancy at 14:41 Killed by nightmare horror at level 68 on the 18th Dusk 122nd year of Ascendancy at 16:39 Killed by luminous horror at level 72 on the 19th Dusk 122nd year of Ascendancy at 03:58 Killed by rimebark at level 79 on the 25th Dusk 122nd year of Ascendancy at 03:08 Killed by ritch flamespitter at level 79 on the 25th Dusk 122nd year of Ascendancy at 05:39 Killed by ritch flamespitter at level 79 on the 25th Dusk 122nd year of Ascendancy at 07:39 Killed by ritch flamespitter at level 79 on the 25th Dusk 122nd year of Ascendancy at 09:38 Killed by rimebark at level 79 on the 25th Dusk 122nd year of Ascendancy at 11:31 Killed by rimebark at level 79 on the 25th Dusk 122nd year of Ascendancy at 14:03 Killed by ritch flamespitter at level 79 on the 25th Dusk 122nd year of Ascendancy at 15:44 |
Primary Stats
Strength | 55 (base 31) |
Dexterity | 71 (base 50) |
Constitution | 52 (base 30) |
Magic | 113 (base 89) |
Willpower | 75 (base 36) |
Cunning | 105 (base 54) |
Resources
Mana | 933/933 |
Negative | 259/259 |
Life | 2123/2123 |
Positive | 284/284 |
Stamina | 538/538 |
Equilibrium | 0 |
Healing Factor | 1.6532183282769 |
Regeneration | 8.1490406026701 |
Speed
Mental | +11.38129468067% |
Attack | 0% |
Movement | +196.61891594897% |
Spell | +37.02331077005% |
Global | +105.6% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 14 |
See Stealth | 7 |
See Invisible | 23 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 92 |
Accuracy | 75 |
Crit Chance | 96% |
APR | 10 |
Speed | 1.08 |
Offense: Offhand
Damage | 70 |
Accuracy | 77 |
Crit Chance | 101% |
APR | 9 |
Speed | 0.90 |
Offense: Spell
Spellpower | 61.25 |
Crit Chance | 60% |
Speed | 0.7298028301755 |
Offense: Mind
Mindpower | 51.5 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 93.8 (152.54862246265%) |
Defense | 64.474655615663 |
Ranged Defense | 64.474655615663 |
Fatigue | 22 |
Physical Save | 75.481936184665 |
Spell Save | 39.525 |
Mental Save | 56.416666666667 |
Defense: Resistances
All | + 5%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Disarm Resistance | 43% |
Knockback Resistance | 40% |
Stun Resistance | 38% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 51% |
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Glory | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Glimmer | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Advanced martial enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Depths | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Celestial / Wintertide | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Guidance | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Celestial / Lunar combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Boreal arts | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 6/5 |
Spell / Martial enchantments | 1.00 |
| 7/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Celestial / Tides | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Strider | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Night | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 7/5 |
| 5/5 |
| 1/5 |
| 7/5 |
Celestial / Hymns | 1.00 |
| 7/5 |
| 6/5 |
| 1/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Cold Fusion |
talent | Blood of the Heavens |
talent | Darkest Depths |
talent | Disciple of Dusk |
talent | Chant of Fortress |
talent | Path of Light |
talent | Celestial Aegis |
talent | Hymn of Shadows |
talent | Radiant Soul |
talent | Battlesurge |
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 lost anorithil from death by Shati. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by wolf. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +1. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | 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 within8 lumberjacks have died. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | 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. |
On head | Zuboth the Deepslace (0 def, 7 armour) Zuboth the Deepslace (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +7 Fatigue: +1% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +4 Str / +6 Mag / +8 Wil / +11 Con Changes resistances: +9% darkness / +6% acid Changes resistances penetration: +5% acid / +25% darkness Changes damage: +16% blight / +16% arcane Spell crit. chance: +5% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Galeoath (0 def, 2 armour) Galeoath (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 11 arcane / 9 sound Damage when hit (Melee): 4 lightning / 12 temporal Changes stats: +7 Str / +4 Dex / +10 Mag / +6 Wil / +3 Cun Changes resistances: +12% lightning / +6% arcane / +8% sound Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Power Chord (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 20% chance to daze Damage (Melee): +11 arcane Burst (radius 2) on crit: +19 lightning / +8 temporal It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | yew totem of cure ailments 'Strikeblood' [power 3] (10 cooldown) yew totem of cure ailments 'Strikeblood' [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +1 Dex / +3 Cun Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +10% lightning Grants telepathy: Humanoid/Orc Talents granted: +3 Rushing Claws +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. When used: 200% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's gold ring of arcana(+0.15/turn) psionicist's gold ring of arcana(+0.15/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Silence immunity: +23% Mana each turn: +0.15 Rings can have magical properties. |
On fingers | Stormwilter StormwilterPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Defense: +10 (+2 eff.) Fatigue: -2% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +5 Mag / +16 Cun / +20 Lck Changes resistances: +12% blight / +9% lightning Changes damage: +12% blight Blindness immunity: +41% Stamina each turn: +0.60 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum hate: +12.00 Spellpower: +12 (+3 eff.) Infravision radius: +5 See stealth: +7 See invisible: +20 Reduce all damage from unseen attackers: 7% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 400% faster and gaining 10% chance to evade melee attacks for 2 game turns. When this effect ends you'll become invisible (power 19) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings can have magical properties. |
Around neck | copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
In main hand | voratun spear 'Curewilter' (43-60.2 power, 10 apr) voratun spear 'Curewilter' (43-60.2 power, 10 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% On weapon hit: * 34% chance to cause random gloom On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +7 acid / +11 mind Burst (radius 2) on crit: +13 fire Thrust Range: 2 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Dex / +5 Wil / +5 Cun Changes resistances penetration: +11% fire Changes damage: +3% nature Reduces incoming crit damage: 5.00% See invisible: +3 Global speed: +4% A spear. |
Around waist | drakeskin leather belt 'Getiran' drakeskin leather belt 'Getiran'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Defense: +36 (+9 eff.) Changes stats: +2 Str / +9 Dex / +12 Cun / +1 Con / +10 Lck Changes resistances: +13% lightning / +15% temporal / +5% arcane / +15% sound Changes damage: +6% physical Critical mult.: +6.00% Trap disarming bonus: +30 Stealth bonus: +28 Physical save: +61 (+13 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.60 Maximum life: +107.00 Maximum mana: +80.00 Maximum stamina: +62.00 Maximum hate: +15.00 Maximum psi: +40.00 Maximum vim: +38.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Mental crit. chance: +15% Infravision radius: +6 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In off hand | voratun dagger 'Skywither' (47-61.1 power, 9 apr) voratun dagger 'Skywither' (47-61.1 power, 9 apr)Requires: - Dexterity 37 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 2) on crit: +12 fire When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +1 Str / +3 Mag / +1 Wil / +1 Con Changes resistances: +5% all Changes resistances penetration: +8% nature / +8% fire Global speed: +2% Sharp, short and deadly. |
Cloak | linen cloak 'Duvendur' (7 def, 0 armour) linen cloak 'Duvendur' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +1% physical / +9% nature / +6% light Talent mastery: +0.30 Technique / Combat training Physical save: +6 (+2 eff.) Spell save: -12 (-6 eff.) Disarm immunity: +5% Pinning immunity: +10% Stamina each turn: +0.40 Mana each turn: -0.15 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Splendourqueller' (9 def, 32 armour) voratun plate armour 'Splendourqueller' (9 def, 32 armour)Requires: - Strength 50 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +9 (+2 eff.) Fatigue: +21% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 30 light / 22 acid Changes stats: +6 Str / +13 Wil / +9 Cun / +6 Con Changes resistances: +42% acid / +28% physical / +30% darkness / +39% cold / +30% blight / +26% fire / +28% lightning / +27% sound Reduce damage by fixed amount: +3 all Changes resistances penetration: +10% acid Changes damage: +12% light Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +3 (+1 eff.) Mental save: +25 (+7 eff.) Disarm immunity: +38% Stun/Freeze immunity: +38% Knockback immunity: +40% Life regen: +4.00 Maximum life: +100.00 Light radius: +2 Healing mod.: +30% A suit of armour made of metal plates. |
Inventory
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (17.5-22.75 power, 7 apr)dwarven-steel dagger (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
steel longsword of phasing (14-19.6 power, 9 apr) steel longsword of phasing (14-19.6 power, 9 apr)Requires: - Dexterity 11 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +5 Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Sharp, long, and deadly. |
Tarrytorain the Heatreeve (47.5-66.5 power, 6 apr) Tarrytorain the Heatreeve (47.5-66.5 power, 6 apr)Requires: - Dexterity 37 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +19 blight / +15 lightning Burst (radius 1) on hit: +12 fire When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 12 fire Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +10% fire / +11% physical Changes damage: +12% fire / +3% arcane / +11% physical Blunt and deadly. |
crushing iron mace of paradox (14-19.6 power, 2 apr) crushing iron mace of paradox (14-19.6 power, 2 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +0.3% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +5% temporal Blunt and deadly. |
iron mace of paradox (12.5-17.5 power, 2 apr) iron mace of paradox (12.5-17.5 power, 2 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +6% temporal Blunt and deadly. |
Demon's Thirst (15-19.5 power, 7 apr) Demon's Thirst (15-19.5 power, 7 apr)Requires: - Magic 20 - Dexterity 13 Powered by arcane forces Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Accuracy: +6 Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Talent mastery: +0.20 Corruption / Shadowflame Vim when firing critical spell: +3.00 Maximum vim: +30.00 Spell crit. chance: +9% A vile blade that belonged to a feared cultist, until he forgot to feed it one day. Both the blade and the cultist's life disappeared. |
balanced iron swordbreaker (7-9.1 power, 2 apr) balanced iron swordbreaker (7-9.1 power, 2 apr)Requires: - Dexterity 6 Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 1 Base power: 7.0 - 9.1 Uses stats: 50% Cun, 0% Mag, 40% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.0% disarm chance / acc This is a bardic weapon. Accuracy: +4 Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +14% A small blade with many notches along its edge. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Dexterity 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% Mag 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. |
Belondur the hardened leather belt Belondur the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Str / +4 Dex / +5 Wil / +4 Cun Changes resistances: +7% sound Changes resistances penetration: +5% arcane Critical mult.: +10.00% Physical save: +22 (+5 eff.) Spell save: +23 (+8 eff.) Mental save: +22 (+6 eff.) Life regen: +1.80 Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +2 (+0 eff.) Healing mod.: +13% A belt that goes around your waist. |
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 (+3 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. |
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 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: 8.5 - 9.4 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. |
spellstreaming iron gauntlets (0 def, 1 armour) spellstreaming iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Mana each turn: +0.10 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Elemental bolt (10% chance level 1). Damage (Melee): +5 arcane Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 12 - Talent Armour Training Powered by arcane forces Infused by nature Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +6% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
rejuvenating rough leather armour (1 def, 2 armour) rejuvenating rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +2.00 Stamina each turn: +0.50 A suit of armour 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning When used as a pommel gem: +30% 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. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
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 When used as a pommel gem: +6% life leech. 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. |
ash totem of thorny skin [power 28] (20 cooldown) ash totem of thorny skin [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. 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. |
4 zircon 4 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 Shati the Cornac Adventurer level 11
3rd Summertide 122nd year of Ascendancy at 03:59 see stats
By Shati the Cornac Adventurer level 78
19th Dusk 122nd year of Ascendancy at 20:45 see stats
By Shati the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 22:52 see stats
By Shati the Cornac Adventurer level 20
7th Dusk 122nd year of Ascendancy at 00:30 see stats
By Shati the Cornac Adventurer level 30
11st Dusk 122nd year of Ascendancy at 09:51 see stats
By Shati the Cornac Adventurer level 40
14th Dusk 122nd year of Ascendancy at 20:16 see stats
By Shati the Cornac Adventurer level 50
15th Dusk 122nd year of Ascendancy at 20:44 see stats
By Shati the Cornac Adventurer level 79
25th Dusk 122nd year of Ascendancy at 05:02 see stats
By Shati the Cornac Adventurer level 79
25th Dusk 122nd year of Ascendancy at 11:30 see stats
By Shati the Cornac Adventurer level 11
77th Pyre 122nd year of Ascendancy at 23:29 see stats
By Shati the Cornac Adventurer level 30
12nd Dusk 122nd year of Ascendancy at 02:53 see stats
By Shati the Cornac Adventurer level 62
17th Dusk 122nd year of Ascendancy at 14:29 see stats
Log
Shati activates Disciple of Dusk.
Talent Blood of the Heavens is ready to use.
Shati activates Blood of the Heavens.
Talent Prominence is ready to use.
Talent Darkest Depths is ready to use.
Talent Battlesurge is ready to use.
Shati activates Darkest Depths.
Shati activates Battlesurge.
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Error report sent, thank you.
Saving done.
Shati deactivates Path of Light.
Shati deactivates Darkest Depths.
Shati deactivates Celestial Aegis.
Shati deactivates Chant of Fortress.
Shati deactivates Blood of the Heavens.
Shati deactivates Radiant Soul.
Shati deactivates Battlesurge.
Shati deactivates Hymn of Shadows.
Shati deactivates Cold Fusion.
Shati deactivates Disciple of Dusk.