Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Possessor Bonus Class 1.5.4Donators/Buyers bonus! bcz stuff 1.5.5 Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tourist Class (Example Addon for ToME) 1.0.5Example addon, adds Tourist class.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 27 / 24% |
Size | big |
Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
Strength | 49 (base 10) |
Dexterity | 112 (base 53) |
Constitution | 33 (base 10) |
Magic | 92 (base 58) |
Willpower | 48 (base 12) |
Cunning | 37 (base 10) |
Resources
Life | 1221/1221 |
Paradox | 412 |
Healing Factor | 1.4679507389162 |
Regeneration | 10.936233004926 |
Speed
Mental | -1.942890293094E-12% |
Attack | -1.942890293094E-12% |
Movement | +81.804258065936% |
Spell | -1.942890293094E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 185 |
Accuracy | 87 |
Crit Chance | 52% |
APR | 18 |
Speed | 0.80 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +19% |
Mind | +12% |
All | 0% |
Darkness | +15% |
Light | +15% |
Temporal | +21% |
Physical | +23% |
Fire | +45% |
Cold | +33% |
Offense: Damage Penetration
Physical | +53% |
Temporal | +15% |
Mind | +15% |
Arcane | +10% |
Cold | +15% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 52.511077022655 (88.454810495627%) |
Defense | 61 |
Ranged Defense | 66 |
Fatigue | 13 |
Physical Save | 48 |
Spell Save | 62 |
Mental Save | 62 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 39%( 70%) |
All | 0%( 70%) |
Lightning | + 64%( 70%) |
Light | + 39%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 1%( 70%) |
Fire | + 33%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 96% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 56% |
Bleed Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 145.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 197 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 53%, your defense is increased by 53 and all your resistances by 53%. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon Folding |
talent | Chant of Fortitude |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
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 successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Snowvault' (0 def, 15 armour) pair of voratun boots 'Snowvault' (0 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -16% Damage when hit (Melee): 8 arcane / 12 acid Changes resistances: +15% lightning / +11% temporal / +3% acid / +3% cold Changes damage: +21% cold Stamina each turn: +1.80 Maximum life: +120.00 Infravision radius: +3 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Camechak the quiver of dragonbone arrows (21/21, 167% power, 18 apr) Camechak the quiver of dragonbone arrows (21/21, 167% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 47% chance to cause random gloom * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Ranged): +26 acid / +66 darkness / +16 blight / +38 mind Burst (radius 1) on hit: +16 mind Damage against: +29% Living Arrows are used with bows to pierce your foes to death. |
Light source | Tulirorand the Brightcrypt Tulirorand the BrightcryptInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +2 Defense: +39 (+10 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Wil Changes resistances: +9% light / +1% physical Changes damage: +6% blight Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +38 (+12 eff.) Spell save: +40 (+10 eff.) Mental save: +38 (+10 eff.) Disarm immunity: +15% Only die when reaching: -40.00 life Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Khelenarineg' (0 def, 5 armour) voratun helm 'Khelenarineg' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex / +4 Mag / +10 Wil / +4 Cun / +4 Con Changes resistances: +13% blight / +15% cold / +15% nature / +11% fire Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Spell save: +10 (+2 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.12 Maximum life: +63.00 Infravision radius: +3 Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot =yeah= Prox's Lucky Halfling Foot =yeah=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | voratun ring 'Arodhethra' voratun ring 'Arodhethra'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Changes stats: +6 Str / +11 Dex / +6 Mag / +12 Cun / +9 Con Changes resistances: +6% cold Stun/Freeze immunity: +50% Life regen: +4.80 Maximum stamina: +5.00 Spellpower: +11 (+3 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
On fingers | Cloudquick the voratun ring Cloudquick the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +10 Cun Changes resistances: +15% blight / +9% lightning / +5% arcane / +30% light Changes damage: +15% light Disease immunity: +5% Disarm immunity: +41% Pinning immunity: +50% Knockback immunity: +65% Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum hate: +15.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around waist | Duathelspiker the drakeskin leather belt Duathelspiker the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Wil Changes resistances: +10% acid / +22% fire / +10% lightning / +10% cold Changes resistances penetration: +15% mind Changes damage: +6% darkness Grants telepathy: Dragon Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Psi when hit: +0.12 Maximum life: +158.00 Mindpower: +16 (+5 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Brandglean the dragonbone longbow Brandglean the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 fire When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +11.0% Ammo reloads per turn: +8 Changes stats: +1 Cun / +11 Mag Changes resistances: +6% temporal Changes resistances penetration: +53% physical / +15% temporal / +15% fire Changes damage: +33% fire / +21% temporal / +12% mind / +23% physical Talent mastery: +0.30 Chronomancy / Bow Threading Critical mult.: +10.00% Damage Shield penetration: +90% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | voratun gauntlets 'Infernooracle' (10 def, 3 armour) voratun gauntlets 'Infernooracle' (10 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +20.0% Armour: +3 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +6 Dex / +12 Mag Changes damage: +19% arcane / +12% fire Critical mult.: +14.00% Physical save: +18 (+6 eff.) Spell save: +6 (+1 eff.) Pinning immunity: +10% Spell crit. chance: +17% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Crit. chance: +35.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +38 arcane Burst (radius 2) on crit: +27 arcane Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Yvema the Freezestreak (5 def, 13 armour) =h20= Yvema the Freezestreak (5 def, 13 armour) =h20=Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 12 cold Changes resistances: +7% acid / +5% cold Changes resistances penetration: +15% cold Changes damage: +9% darkness / +12% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Cloak | Cloak of Deception =asd= Cloak of Deception =asd=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | Healpanic the voratun amulet Healpanic the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +11 Dex / +1 Mag / +16 Wil / +10 Con Changes resistances: +30% lightning / +3% nature Spell save: +9 (+2 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +24% Stun/Freeze immunity: +50% Vim when firing critical spell: +4.00 Maximum vim: +10.00 Spell crit. chance: +2% Mindpower: +15 (+5 eff.) Infravision radius: +3 Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 471 over 5 turns) regeneration infusion of the duelist (heal 471 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 178 over 5 turns) regeneration infusion of the titan (heal 178 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 178 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (513% speed; 5 turns) movement infusion of the warrior (513% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (643% speed; 5 turns) movement infusion of the wizard (643% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 643% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (112 cold damage; freeze 3 turns with power 20) biting gale rune (112 cold damage; freeze 3 turns with power 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 111.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's copper amulet of mastery (0.13 Chronomancy / Temporal Guardian) =Mastery= warrior's copper amulet of mastery (0.13 Chronomancy / Temporal Guardian) =Mastery=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +7% physical Talent mastery: +0.13 Chronomancy / Temporal Guardian Stamina each turn: +0.40 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 40/40) : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Floequake the stralite amulet Floequake the stralite amuletPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +10 Mag Changes resistances: +6% blight / +9% cold / +9% mind Changes damage: +7% acid / +6% blight / +7% fire / +5% lightning / +7% cold Teleport immunity: +50% Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +42.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% It can be used to teleport you randomly (rad 55), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
copper ring of sensing =asda= copper ring of sensing =asda=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
copper ring of time (+10%) copper ring of time (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
Relgelach the Glimmerworth Relgelach the GlimmerworthInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances penetration: +25% mind Changes damage: +12% mind Mental save: +6 (+2 eff.) Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
mule's steel ring of perseverance =Stun= mule's steel ring of perseverance =Stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Yvyrita the drakeskin leather belt Yvyrita the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Str / +5 Dex / +2 Wil / +5 Cun / +6 Lck Changes resistances: +5% arcane Changes damage: +3% arcane Trap disarming bonus: +21 Stealth bonus: +6 Spell save: +15 (+4 eff.) Maximum life: +45.00 Light radius: +2 Infravision radius: +5 See invisible: +12 Size category: +1 A belt that goes around your waist. |
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 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 38% (based on Cunning), costing 40 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. |
spellstreaming hardened leather gloves of dexterity (+3) (0 def, 2 armour) spellstreaming hardened leather gloves of dexterity (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +2 Changes stats: +3 Dex Mana each turn: +0.11 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +9 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 48.88 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 162 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. |
Achievements
By DeathWatch the Skeleton Temporal Warden level 23
57th Regrowth 123rd year of Ascendancy at 15:32 see stats
By DeathWatch the Skeleton Temporal Warden level 18
18th Haze 122nd year of Ascendancy at 17:17 see stats
By DeathWatch the Skeleton Temporal Warden level 22
37th Regrowth 123rd year of Ascendancy at 03:00 see stats
By DeathWatch the Skeleton Temporal Warden level 22
57th Regrowth 123rd year of Ascendancy at 04:39 see stats
By DeathWatch the Skeleton Temporal Warden level 10
2nd Flare 122nd year of Ascendancy at 00:54 see stats
By DeathWatch the Skeleton Temporal Warden level 20
33rd Regrowth 123rd year of Ascendancy at 06:59 see stats
By DeathWatch the Skeleton Temporal Warden level 15
33rd Dusk 122nd year of Ascendancy at 20:36 see stats
By DeathWatch the Skeleton Temporal Warden level 22
52nd Regrowth 123rd year of Ascendancy at 13:59 see stats
By DeathWatch the Skeleton Temporal Warden level 8
9th Mirth 122nd year of Ascendancy at 00:27 see stats
By DeathWatch the Skeleton Temporal Warden level 14
16th Dusk 122nd year of Ascendancy at 19:47 see stats
By DeathWatch the Skeleton Temporal Warden level 18
19th Haze 122nd year of Ascendancy at 02:49 see stats
By DeathWatch the Skeleton Temporal Warden level 11
8th Flare 122nd year of Ascendancy at 22:46 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving done.
Saving done.
Saving game...
DeathWatch casts Precognition.
Talent Precognition is ready to use.
DeathWatch casts Precognition.
last_filled:nil
DeathWatch deactivates Chant of Fortitude.
DeathWatch activates Chant of Fortitude.
DeathWatch deactivates Weapon Folding.
DeathWatch activates Weapon Folding.
Resting starts...
DeathWatch retunes the fabric of spacetime.
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
DeathWatch retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
Talent Precognition is ready to use.
DeathWatch casts Precognition.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
DeathWatch deactivates Chant of Fortitude.
DeathWatch deactivates Weapon Folding.