Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.2.5Bite-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. Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.0Adds 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. 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: 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:
Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Halfling |
Class | Wyrmic |
Level / Exp | 106 / 15% |
Size | medium |
Lifes / Deaths | Killed by Prox the Mighty at level 4 on the 75th Pyre 122nd year of Ascendancy at 06:29 / 48Killed by hornet swarm at level 4 on the 75th Pyre 122nd year of Ascendancy at 06:47 Killed by Prox the Mighty at level 4 on the 75th Pyre 122nd year of Ascendancy at 07:09 Killed by armoured skeleton warrior at level 8 on the 76th Pyre 122nd year of Ascendancy at 16:40 Killed by skeleton archer at level 11 on the 77th Pyre 122nd year of Ascendancy at 15:01 Killed by fire drake at level 16 on the 4th Mirth 122nd year of Ascendancy at 04:51 Killed by ritch flamespitter at level 16 on the 4th Mirth 122nd year of Ascendancy at 05:05 Killed by ritch flamespitter at level 16 on the 4th Mirth 122nd year of Ascendancy at 05:23 Killed by Yvinn the giant lightning ant at level 24 on the 5th Mirth 122nd year of Ascendancy at 14:36 Killed by luminous horror at level 51 on the 2nd Summertide 122nd year of Ascendancy at 20:10 Killed by radiant horror at level 54 on the 3rd Summertide 122nd year of Ascendancy at 01:41 Killed by luminous horror at level 54 on the 3rd Summertide 122nd year of Ascendancy at 06:06 Killed by oozing horror at level 54 on the 3rd Summertide 122nd year of Ascendancy at 06:28 Killed by elven cultist at level 58 on the 3rd Flare 122nd year of Ascendancy at 10:05 Killed by zombie bunny at level 59 on the 10th Flare 122nd year of Ascendancy at 11:02 Killed by zombie bunny at level 60 on the 10th Flare 122nd year of Ascendancy at 11:21 Killed by zombie bunny at level 64 on the 10th Flare 122nd year of Ascendancy at 12:03 Killed by zombie bunny at level 65 on the 10th Flare 122nd year of Ascendancy at 12:45 Killed by zombie bunny at level 66 on the 10th Flare 122nd year of Ascendancy at 13:14 Killed by zombie bunny at level 68 on the 10th Flare 122nd year of Ascendancy at 17:05 Killed by mad druid at level 73 on the 1st Dusk 122nd year of Ascendancy at 00:32 Killed by Ryjed the halfling at level 73 on the 10th Dusk 122nd year of Ascendancy at 12:15 Killed by Fahro the thalore at level 73 on the 14th Dusk 122nd year of Ascendancy at 00:51 Killed by Paaljed the halfling at level 74 on the 25th Dusk 122nd year of Ascendancy at 15:42 Killed by Rrlle the human at level 74 on the 38th Dusk 122nd year of Ascendancy at 15:45 Killed by Betylle the bandit lord at level 75 on the 52nd Dusk 122nd year of Ascendancy at 23:32 Killed by Betylle the bandit lord at level 75 on the 52nd Dusk 122nd year of Ascendancy at 23:41 Killed by Ouwen the human at level 75 on the 56th Dusk 122nd year of Ascendancy at 12:29 Killed by Ouwen the human at level 75 on the 56th Dusk 122nd year of Ascendancy at 12:43 Killed by fire drake at level 75 on the 63rd Dusk 122nd year of Ascendancy at 16:33 Killed by dread at level 76 on the 65th Dusk 122nd year of Ascendancy at 03:12 Killed by elven corruptor at level 77 on the 67th Dusk 122nd year of Ascendancy at 15:10 Killed by elven blood mage at level 78 on the 67th Dusk 122nd year of Ascendancy at 19:54 Killed by skeleton mage at level 79 on the 68th Dusk 122nd year of Ascendancy at 04:12 Killed by Sileba the grizzly bear at level 82 on the 36th Haze 122nd year of Ascendancy at 04:44 Killed by Burb the snow giant champion at level 87 on the 44th Haze 122nd year of Ascendancy at 11:18 Killed by Burb the snow giant champion at level 87 on the 44th Haze 122nd year of Ascendancy at 11:40 Killed by Ceio the human at level 87 on the 56th Haze 122nd year of Ascendancy at 21:23 Killed by orc fighter at level 87 on the 61st Haze 122nd year of Ascendancy at 23:16 Killed by armoured skeleton warrior at level 87 on the 62nd Haze 122nd year of Ascendancy at 00:57 Killed by armoured skeleton warrior at level 87 on the 62nd Haze 122nd year of Ascendancy at 04:44 Killed by Why at level 94 on the 63rd Haze 122nd year of Ascendancy at 00:03 Killed by Greater Mummy Lord at level 94 on the 63rd Haze 122nd year of Ascendancy at 01:36 Killed by Greater Mummy Lord at level 94 on the 63rd Haze 122nd year of Ascendancy at 03:08 Killed by Greater Mummy Lord at level 94 on the 63rd Haze 122nd year of Ascendancy at 03:56 Killed by skeleton warrior at level 95 on the 63rd Haze 122nd year of Ascendancy at 04:45 Killed by Tanrel the halfling at level 103 on the 75th Haze 122nd year of Ascendancy at 16:47 Killed by Toritc the human at level 103 on the 75th Haze 122nd year of Ascendancy at 16:56 |
Primary Stats
Strength | 115 (base 100) |
Dexterity | 64 (base 28) |
Constitution | 133 (base 100) |
Magic | 22 (base 10) |
Willpower | 121 (base 100) |
Cunning | 45 (base 14) |
Resources
Life | 5137/5137 |
Equilibrium | 20 |
Healing Factor | 1.75 |
Regeneration | 52.545404471135 |
Speed
Mental | +13.6035560593% |
Attack | +13.6035560593% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 8 |
See Invisible | 16 |
Offense: Mainhand
Damage | 239 |
Accuracy | 94 |
Crit Chance | 80% |
APR | 20 |
Speed | 0.70 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 29.5 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 63.675 |
Crit Chance | 57% |
Speed | 0.88025413524732 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 114.78313476707 (100%) |
Defense | 51.233333333333 |
Ranged Defense | 54.566666666667 |
Fatigue | 26 |
Physical Save | 75.775185579045 |
Spell Save | 85.070148463236 |
Mental Save | 71.100185579045 |
Defense: Resistances
All | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 62% |
Confusion Resistance | 18% |
Disarm Resistance | 38% |
Knockback Resistance | 61% |
Instadeath Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (5/5)
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 311 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 415 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 644 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Wind drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 10/5 |
| 10/5 |
| 8/5 |
| 8/5 |
Wild-gift / Sea drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 6/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 10/5 |
| 7/5 |
| 9/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 10/5 |
| 9/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Hunter | 1.30 |
| 7/5 |
| 9/5 |
| 6/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Icy Skin |
talent | Ember Scales |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by Why. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower 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 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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 9. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed sandworm tooth. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | miner's pair of dwarven-steel boots of evasion (17 def, 11 armour) miner's pair of dwarven-steel boots of evasion (17 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +17 (+6 eff.) Fatigue: +3% Infravision radius: +2 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 24 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Light source | ethereal alchemist's lamp of the moons ethereal alchemist's lamp of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% light Changes damage: +11% darkness Damage affinity(heal): +5% darkness Spellpower: +11 (+6 eff.) Light radius: +5 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 113.54 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | Pitchfury (12 def, 10 armour) Pitchfury (12 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +8.0% Armour: +10 Defense: +12 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to inflict damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 23 darkness Changes stats: +15 Str / +9 Dex / +4 Wil / +9 Cun / +17 Lck Changes resistances: +27% acid / +45% fire / +9% blight / +43% cold / +5% arcane / +29% lightning Changes resistances penetration: +10% blight Changes damage: +9% darkness / +9% arcane Mental save: +15 (+4 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +2 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On hands | stone warden's normal tauntlets of the juggernaut (0 def, 18 armour) stone warden's normal tauntlets of the juggernaut (0 def, 18 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +10% Changes stats: +15 Con Changes resistances: +9% physical Talent granted: +3 Block Physical save: +22 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +38% Tauntlets behave like a shield, and allow you to block attacks. 35 block power. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
Tool | stralite torque of mindblast 'Noonwyrd' [power 221] (5 cooldown) stralite torque of mindblast 'Noonwyrd' [power 221] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +12% temporal Maximum wards: +6 physical / +9 mind / +9 darkness Changes resistances penetration: +10% temporal Changes damage: +3% light Talent cooldown: Telekinetic Blast (+15 turn) Talents granted: +13 Telekinetic Blast +2 Ward Light radius: +3 It can be used to fire a blast of psionic energies in a range 10 beam (dam 110-221), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 27.29 cold and 26.85 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
On fingers | pixie's copper ring pixie's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+3 eff.) Rings can have magical properties. Press to compare |
Around neck | Delofast DelofastInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -11% Changes stats: +3 Wil Changes resistances: +19% lightning / +2% physical Changes damage: +9% blight Mental save: +8 (+2 eff.) Confusion immunity: +18% Stun/Freeze immunity: +28% Life regen: +3.10 Only die when reaching: -40.00 life Maximum stamina: +5.00 Mindpower: +8 (+2 eff.) Amulets can have magical properties. Press to compare |
In main hand | Cyreletta the voratun mace (60.5-84.7 power, 6 apr) Cyreletta the voratun mace (60.5-84.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease * 35% chance to cause random gloom * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 lightning / +16 blight / +20 mind When wielded/worn: Accuracy: +36 (+7 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Changes stats: +19 Dex / +7 Wil / +4 Cun / +1 Con Changes resistances penetration: +17% acid / +15% physical / +17% cold / +17% fire / +16% lightning Changes damage: +6% arcane / +13% physical Spell save: +20 (+4 eff.) Disease immunity: +35% Life regen: +0.40 Mana when firing critical spell: +3.00 Maximum stamina: +35.00 Blunt and deadly. Press to compare |
Around waist | nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness A belt that goes around your waist. Press to compare |
In off hand | crackling stralite shield of crushing (10 def, 2 armour, 53.5-64.2 power, 144 block) crackling stralite shield of crushing (10 def, 2 armour, 53.5-64.2 power, 144 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +144 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +14 lightning When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze Changes stats: +5 Dex Changes resistances: +18% lightning Talent granted: +4 Block Handheld deflection devices. Press to compare |
Cloak | Radherach the Cystsweep (2 def, 0 armour) Radherach the Cystsweep (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +1 Str / +2 Mag Changes resistances: +7% acid / +5% fire / +7% lightning / +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | fearforged voratun plate armour of Eyal (9 def, 16 armour) fearforged voratun plate armour of Eyal (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +39% Changes stats: +10 Con Changes resistances: +15% fire / -19% light / +13% darkness Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +3.70 Maximum life: +98.00 Healing mod.: +26% A suit of armour made of metal plates. Press to compare |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
This item will automatically be transmogrified when you leave the level. ash longbow of recursionash longbow of recursion Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. elemental voratun longsword of vileness (43-60.2 power, 6 apr)elemental voratun longsword of vileness (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30% chance to disease * Random elemental explosion Damage (Melee): +30 blight When wielded/worn: Changes resistances penetration: +13% acid / +17% fire / +17% lightning / +17% cold Sharp, long, and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. throat-seeking drakeskin leather sling of naturethroat-seeking drakeskin leather sling of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +57 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +28% nature Slings are used to hurl stones or metal shots at your foes. Press to compare |
elemental dwarven-steel waraxe of rage (19-26.6 power, 4 apr) elemental dwarven-steel waraxe of rage (19-26.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +13% acid / +13% fire / +13% lightning / +13% cold Changes damage: +11% physical Stamina when hit: +1.70 One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Natureenvy' (2 def, 4 armour)cashmere wizard hat 'Natureenvy' (2 def, 4 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +1.0% Armour: +4 Defense: +2 (+1 eff.) Changes stats: +7 Mag / +18 Wil / +19 Cun / +11 Con Changes resistances: +6% arcane / +16% mind / +24% darkness Changes resistances penetration: +10% arcane Changes damage: +6% acid / +11% lightning / +16% darkness / +9% nature / +11% cold / +9% fire / +42% arcane / +16% mind Maximum encumbrance: +30 Mental save: +22 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +4.20 Mana each turn: +1.90 Mana when hit: +2.10 Only die when reaching: -20.00 life Maximum life: +10.00 Maximum mana: +152.00 Maximum stamina: +25.00 Spellpower: +8 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Damage Shield Power: +11% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. multi-hued drakeskin leather armour of command (20 def, 16 armour)multi-hued drakeskin leather armour of command (20 def, 16 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 13 acid / 13 fire / 11 cold / 12 lightning Changes stats: +6 Cun Changes resistances: +13% acid / +13% fire / +12% lightning / +13% cold Mental save: +25 (+6 eff.) A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. crackling dwarven-steel shield (8 def, 2 armour, 33.5-40.2 power, 78.5 block)crackling dwarven-steel shield (8 def, 2 armour, 33.5-40.2 power, 78.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 Damage (Melee): +16 lightning When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to daze Changes stats: +4 Dex Changes resistances: +16% lightning Talent granted: +3 Block Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of elven-wood arrows of crippling (22/22, 45.5-63.7 power, 14 apr)plaguebringer's quiver of elven-wood arrows of crippling (22/22, 45.5-63.7 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +15.5% Capacity: 22 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Damage (Ranged): +15 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of dragonbone arrows of warping (44/44, 65.5-91.7 power, 30 apr)sentry's quiver of dragonbone arrows of warping (44/44, 65.5-91.7 power, 30 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +3.0% Capacity: 44 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +20 temporal / +12 physical Arrows are used with bows to pierce your foes to death. |
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 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe (dig speed 24 turns)voratun pickaxe (dig speed 24 turns) 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
brass lantern of corpselight brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% blight / +6% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 42 blight damage or heals 58 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Why the Halfling Wyrmic level 94
63rd Haze 122nd year of Ascendancy at 00:03 see stats
By Why the Halfling Wyrmic level 58
3rd Summertide 122nd year of Ascendancy at 21:16 see stats
By Why the Halfling Wyrmic level 10
76th Pyre 122nd year of Ascendancy at 21:49 see stats
By Why the Halfling Wyrmic level 20
4th Mirth 122nd year of Ascendancy at 20:05 see stats
By Why the Halfling Wyrmic level 30
10th Mirth 122nd year of Ascendancy at 16:18 see stats
By Why the Halfling Wyrmic level 40
1st Summertide 122nd year of Ascendancy at 05:52 see stats
By Why the Halfling Wyrmic level 103
80th Haze 122nd year of Ascendancy at 11:27 see stats
By Why the Halfling Wyrmic level 74
38th Dusk 122nd year of Ascendancy at 15:39 see stats
By Why the Halfling Wyrmic level 40
1st Summertide 122nd year of Ascendancy at 06:09 see stats
By Why the Halfling Wyrmic level 9
76th Pyre 122nd year of Ascendancy at 21:10 see stats
By Why the Halfling Wyrmic level 103
66th Haze 122nd year of Ascendancy at 06:32 see stats
By Why the Halfling Wyrmic level 25
6th Mirth 122nd year of Ascendancy at 07:54 see stats
By Why the Halfling Wyrmic level 103
65th Haze 122nd year of Ascendancy at 18:09 see stats
Log
Why's fire area effect hits Why for 30 fire damage.
Why's fire area effect hits Why for 30 fire damage.
Talent Natural Reserves is ready to use.
Why uses Natural Reserves.
You don't see how to get there...
You don't see how to get there...
Ran for 3 turns (stop reason: didn't move).
You don't see how to get there...
Ran for 2 turns (stop reason: taken damage).
Why's fire area effect hits Why for 30 fire damage.
Talent Natural Reserves is ready to use.
Why uses Natural Reserves.
Why's fire area effect hits Why for 30 fire damage.
Why's fire area effect hits Why for 30 fire damage.
Today is the 6th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Why's fire area effect hits Why for 30 fire damage.
Ran for 2 turns (stop reason: taken damage).
Why's fire area effect hits Why for 30 fire damage.
Why deactivates Ember Scales.
Why deactivates Icy Skin.