Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. 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. 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. 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. 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:
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: 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. 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: 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: 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 80 / 21% |
Size | medium |
Lifes / Deaths | Killed by gladiator at level 9 on the 78th Pyre 122nd year of Ascendancy at 10:29 0 / 9Killed by minotaur at level 20 on the 38th Dusk 122nd year of Ascendancy at 08:10 Killed by Yvata the thief at level 29 on the 39th Dusk 122nd year of Ascendancy at 20:38 Killed by brittle clear ooze at level 32 on the 40th Dusk 122nd year of Ascendancy at 23:13 Killed by ritch flamespitter at level 33 on the 46th Dusk 122nd year of Ascendancy at 23:28 Killed by minotaur at level 33 on the 52nd Dusk 122nd year of Ascendancy at 23:08 Killed by Aryna the shadowblade at level 59 on the 74th Dusk 122nd year of Ascendancy at 03:45 Killed by Adolle the ice wyrm at level 73 on the 2nd Haze 122nd year of Ascendancy at 11:07 Killed by cold drake at level 80 on the 3rd Haze 122nd year of Ascendancy at 14:59 |
Primary Stats
Strength | 89 (base 60) |
Dexterity | 52 (base 28) |
Constitution | 104 (base 89) |
Magic | 102 (base 89) |
Willpower | 38 (base 12) |
Cunning | 24 (base 12) |
Resources
Life | -268/2631 |
Mana | 402/474 |
Stamina | 368/368 |
Paradox | 364 |
Healing Factor | 2.5 |
Regeneration | 585.87656436439 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 152 |
Accuracy | 86 |
Crit Chance | 47% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 86 |
Crit Chance | 45% |
APR | 36 |
Speed | 0.85 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 29.6 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 104.42204714595 (30%) |
Defense | 39.85 |
Ranged Defense | 42.566666666667 |
Fatigue | 3.5 |
Physical Save | 47.516666666667 |
Spell Save | 45.047648848599 |
Mental Save | 40.947648848599 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 44% |
Bleed Resistance | 59% |
Stun Resistance | 59% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 396 damage for 3 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 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 1143% over 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
Spell / Lifetide | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Morph | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 7/5 |
| 1/5 |
| 6/5 |
Chronomancy / Temporal Combat | 1.00 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Inanimation | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 3/5 |
Spell / Enhancement | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Spell / Martial enchantments | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Mage warden | 1.00 |
| 7/5 |
| 7/5 |
| 1/5 |
| 7/5 |
Technique / Combat training | 1.00 |
| 7/5 |
| 0/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arcane veteran | 1.00 |
| 1/5 |
| 6/5 |
| 7/5 |
| 3/5 |
Spell / Restoration | 1.00 |
| 6/5 |
| 7/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Vitalise |
talent | Matter Weaving |
talent | Arcane Armor |
talent | Weapon Folding |
talent | Spellsword Combat |
talent | Battlesurge |
talent | Disintegration |
talent | Shock Hands |
talent | Water Stance |
talent | Shield Guardian |
talent | Mana Focus |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is regaining 24 life per turn and refreshing talents at twice the normal rate. Invigorate |
beneficial effect | The target is absorbing magic and its life regeneration is boosted by 64. Purify |
beneficial effect | A flow of life spins around the target, regenerating 126.92 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target is cursed, taking 89.00 darkness damage per turn and preventing natural life regeneration. Curse of Death |
beneficial effect | The target is recovering 41 life each turn. Recovery |
detrimental effect | Target is infected with a corrosive worm doing 125.80 acid damage per turn. Corrosive Worm |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by cold drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Ivelebeth the black mamba. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Adolle the ice wyrm. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. | 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 within | active |
Equipment
Psionic focus | crackling dwarven-steel shield of fire resistance (+14%) (8 def, 2 armour, 76 block) crackling dwarven-steel shield of fire resistance (+14%) (8 def, 2 armour, 76 block)Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to daze Changes stats: +4 Dex Changes resistances: +14% lightning / +24% fire Reduce damage by fixed amount: +2 all Talent granted: +3 Block Handheld deflection devices. |
On hands | restful rough leather gloves of the starseeker (0 def, 1 armour) restful rough leather gloves of the starseeker (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Mag Changes resistances: +6% light / +6% darkness Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Burst (radius 2) on crit: +11 light / +12 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 65.90 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (94 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Betena the hardened leather cap (0 def, 3 armour) Betena the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Str / +7 Dex / +1 Mag / +9 Wil / +4 Con Changes resistances: +7% lightning / +10% physical / +5% arcane / +8% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Light radius: +2 A cap made of leather. |
On feet | Anyrim (0 def, 3 armour) Anyrim (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +3% physical Reduces incoming crit damage: 5.00% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | Fogking the voratun pickaxe (dig speed 7 turns) Fogking the voratun pickaxe (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +6 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Changes stats: +10 Str / +4 Dex / +9 Wil / +2 Con Changes resistances: +3% darkness / +8% physical Changes resistances penetration: +10% darkness Mental crit. chance: +12% Light radius: +1 See invisible: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | wanderer's steel amulet of magic (+5) wanderer's steel amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +6 Mag / +6 Cun / +6 Con Life regen: +0.80 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
In main hand | Splendourstone (43.5-60.9 power, 6 apr) Splendourstone (43.5-60.9 power, 6 apr)Requires: - Strength 39 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 43.5 - 60.9 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy: +9 Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). On weapon hit: * 30% chance to corrode armour Damage (Melee): +49 insidious poison / +4 light / +10 arcane Burst (radius 1) on hit: +4 light / +8 darkness Burst (radius 2) on crit: +4 light When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +11% acid Changes damage: +3% light Life regen: +1.90 One-handed war axes. |
Around waist | Isiyanne IsiyannePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +5 Wil / +4 Mag Changes damage: +3% physical Reduces incoming crit damage: 5.00% Maximum encumbrance: +30 Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Life regen: +1.00 Stamina each turn: +0.40 Only die when reaching: -20.00 life Maximum life: +47.00 Spell crit. chance: +4% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | stralite longsword 'Dourmark' (35.5-49.7 power, 5 apr) stralite longsword 'Dourmark' (35.5-49.7 power, 5 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stats: 15% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 118% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 33% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +34 blight / +15 cold / +12 arcane / +17 temporal When wielded/worn: Accuracy: +24 (+5 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 8 arcane / 17 temporal Changes stats: +6 Str / +3 Wil Changes resistances: +6% darkness / +17% temporal Changes resistances penetration: +10% darkness Changes damage: +6% arcane / +13% physical Disease immunity: +58% Disarm immunity: +44% Stamina when hit: +2.10 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Sharp, long, and deadly. |
Cloak | murderer's cashmere cloak of backstabbing (2 def, 0 armour) murderer's cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +18 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +2 Dex Critical mult.: +22.00% Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Eilinussra' (5 def, 8 armour) drakeskin leather armour 'Eilinussra' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane / 16 physical Changes resistances: +30% acid / +29% fire / +5% arcane / +3% mind Changes resistances penetration: +5% arcane / +10% mind Changes damage: +12% arcane / +3% mind Critical mult.: +19.00% Life regen: +8.80 Maximum life: +289.00 Healing mod.: +78% A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 9 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 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. |
iron longsword (13-18.2 power, 2 apr) iron longsword (13-18.2 power, 2 apr)Requires: - Strength 9 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 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. |
acidic iron mace (14-19.6 power, 2 apr) acidic iron mace (14-19.6 power, 2 apr)Requires: - Strength 6 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Blunt and deadly. |
acidic steel mace of vileness (12.5-17.5 power, 3 apr) acidic steel mace of vileness (12.5-17.5 power, 3 apr)Requires: - Strength 9 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stats: 5% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 7% chance to disease * 20% chance to daze the target On weapon crit: * splashes the target with acid Damage (Melee): +7 blight / +5 light / +5 acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
Saluvea the stralite spear (31.5-44.1 power, 8 apr) Saluvea the stralite spear (31.5-44.1 power, 8 apr)Requires: - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 4 Base power: 31.5 - 44.1 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +10 Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 83% Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 mind / +10 arcane Burst (radius 1) on hit: +10 arcane / +8 physical Thrust Range: 2 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Str / +4 Con Changes resistances penetration: +13% physical Changes damage: +6% physical Physical save: +6 (+2 eff.) Disarm immunity: +21% Spellpower on spell critical (stacks up to 3 times): +2 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. A spear. |
Apprentice Staff (10-12 power, 0 apr, arcane element) Apprentice Staff (10-12 power, 0 apr, arcane element)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +0% A staff that has been carefully constructed for novices of the Art. |
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 stats: 5% Mag, 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). On weapon hit: * 20% chance to daze the target Lifesteal (this weapon only): +10% Damage (Melee): +5 light 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. |
gloomy steel buckler of the shroud gloomy steel buckler of the shroudRequires: - Strength 14 - Dexterity 14 Infused by psionic forces 3.00 Encumbrance. Type: armor / buckler ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Fatigue: +4% Effects on melee hit: * 9% chance to cause random gloom Effects when hit in melee: * 20% chance to cause random gloom Changes resistances: +11% darkness / +11% mind Talent granted: +2 Guard Stealth bonus: +11 Spell save: +22 (+7 eff.) Small handheld shield used for deflecting blows and misdirecting opponents. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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: 140% 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. |
Velita (2 def, 4 armour) Velita (2 def, 4 armour)Requires: - Strength 9 - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +10% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +2 Con Changes resistances: +12% acid / +27% fire Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Mental save: +3 (+1 eff.) Stamina each turn: +0.20 Maximum stamina: +10.00 A suit of armour made of mail. |
Anirion (13 def, 6 armour) Anirion (13 def, 6 armour)Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Armour: +6 Defense: +13 (+4 eff.) Fatigue: +4% Effects on melee hit: * 15% chance to corrode armour Changes stats: +5 Cun / +5 Wil Critical mult.: +12.00% Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Mental save: +25 (+8 eff.) Stamina each turn: +0.60 Chance to avoid any damage: +5% It can be used to activate talent Second Wind, 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: Take a deep breath to recover 55% of your stamina. 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. |
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): 11 physical A suit of armour made of leather. |
4 agate 4 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. |
3 lapis lazuli 3 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 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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 the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +22.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
6 spinel 6 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. |
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. |
elm totem of cure ailments 'Shadepride' [power 1] (10 cooldown) elm totem of cure ailments 'Shadepride' [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Str Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +10% physical Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward +2 Lay Web Physical save: +9 (+3 eff.) Stamina each turn: +0.20 It can be used to remove up to 1 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
4 ametrine 4 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 Ellezi the Cornac Adventurer level 50
67th Dusk 122nd year of Ascendancy at 01:06 see stats
By Ellezi the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 11:59 see stats
By Ellezi the Cornac Adventurer level 20
38th Dusk 122nd year of Ascendancy at 05:39 see stats
By Ellezi the Cornac Adventurer level 30
40th Dusk 122nd year of Ascendancy at 08:29 see stats
By Ellezi the Cornac Adventurer level 40
66th Dusk 122nd year of Ascendancy at 07:31 see stats
By Ellezi the Cornac Adventurer level 50
66th Dusk 122nd year of Ascendancy at 20:47 see stats
By Ellezi the Cornac Adventurer level 50
66th Dusk 122nd year of Ascendancy at 22:46 see stats
By Ellezi the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 12:14 see stats
By Ellezi the Cornac Adventurer level 16
5th Dusk 122nd year of Ascendancy at 11:54 see stats
By Ellezi the Cornac Adventurer level 73
2nd Haze 122nd year of Ascendancy at 11:07 see stats
Log
Skeleton warrior evades Ellezi.
Skeleton warrior is not stunned anymore.
Skeleton warrior speeds up.
Lava floor burns Ghast!
Armoured skeleton warrior speeds up.
Armoured skeleton warrior is no longer pinned.
Lava floor burns Armoured skeleton warrior!
Ellezi hits Skeleton warrior for 176 physical, , 22 blight, 15 cold, 14 arcane, 22 temporal, 15 lightning, 25 fire, 43 temporal (333 total damage).
Ellezi receives 96 healing.
Ellezi receives 18 healing from Water Stance.
Layyrin the fox hits Armoured skeleton warrior for 171 fire damage.
Layyrin the fox hits Ghast for 171 fire damage.
Layyrin the fox deactivates Fearscape.
Forgery of Haze (Layyrin the fox) returns to normal.
Corrosive Worm from Forgery of Haze (Layyrin the fox) hits Ellezi for (2 resist armour), 65 acid (65 total damage).
Curse of Death from Layyrin the fox hits Ellezi for (2 resist armour), 113 darkness (113 total damage).
Ellezi receives 104 healing.
You feel a surge of power as a powerful creature falls nearby.
You are brought back from the Fearscape!
Layyrin the fox hits Ellezi for (2 resist armour), 20 physical, (2 resist armour), 18 fire (38 total damage).
Ellezi hits Layyrin the fox for 4 physical, 2 light, , 9 arcane, 8 temporal (23 total damage).
Layyrin the fox is dazed!
Fire drake hatchling recovers sight.
Fire drake hatchling slows down.
Cold drake breathes ice!
Cold drake hatchling slows down.
Cold drake hatchling is encased in ice!
Cold drake slows down.
Layyrin the fox is not dazed anymore.
Saving game...