










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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: 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Adventurer |
Level / Exp | 11 / 50% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 132 (base 100) |
Dexterity | 110 (base 100) |
Constitution | 146 (base 100) |
Magic | 103 (base 100) |
Willpower | 110 (base 100) |
Cunning | 107 (base 100) |
Resources
Mana | 45/45 |
Negative | 22/60 |
Life | 451/451 |
Paradox | 390 |
Soul | 19/19 |
Steam | 100/100 |
Hate | 57/100 |
Equilibrium | 15 |
Vim | 163/163 |
Insanity | 0/100 |
Positive | 22/60 |
Stamina | 172/172 |
Psi | 167/167 |
Healing Factor | 1.9544349825378 |
Regeneration | 28.712090488239 |
Speed
Mental | +2.6177337605874% |
Attack | +2.6177337605874% |
Movement | +188.7452620295% |
Spell | +20.199181731674% |
Global | +100% |
Vision
Sight | 14 |
Lite | 6 |
Infravision | 11 |
See Stealth | 124.85676069318 |
See Invisible | 123.85676069318 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 150 |
Accuracy | 80 |
Crit Chance | 76% |
APR | 52 |
Speed | 0.97 |
Offense: Offhand
Damage | 111 |
Accuracy | 80 |
Crit Chance | 81% |
APR | 33 |
Speed | 0.88 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 57% |
Speed | 0.83195241897099 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 48% |
Speed | 0.97449043489213 |
Offense: Damage Bonus
Darkness | +31% |
Acid | +15% |
Fire | +3% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.50863224038 (92%) |
Defense | 52 |
Ranged Defense | 62 |
Fatigue | 20 |
Physical Save | 72 |
Spell Save | 82 |
Mental Save | 63 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 70%( 70%) |
All | + 15%( 70%) |
Lightning | + 65%( 70%) |
Darkness | + 26%( 70%) |
Physical | + 30%( 70%) |
Fire | + 70%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Knockback Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/5)
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (83% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 619% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (83% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Oblivion | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Elusiveness | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Charged mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Slaughter | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Psionic fog | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Pugilism | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Gestalt | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Psychic Assault | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Twilight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Controlled horrors | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Timeline Threading | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Mechstar | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Automation | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Blood | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Crusader | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Automated butchery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Dread | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Shades | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Furnace | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Assassination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Fearfire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Demonic pact | 1.20 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Slow death | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Circles | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Infernal combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Gravity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Rot | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Scourge drake | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Entropy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Void | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Artifice | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Friend of the worm | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Undead drake | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Thought-Forms | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Slumber | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Nightmare | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Distortion | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Warcries | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Discharge | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Timetravel | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Thermal mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Berserker's strength | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Stealth | 1.36 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Frost alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Nether | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Punishments | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery prowess | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Agility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spellbinding | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Flux | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Trapping | 1.20 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Advanced shadowmancy | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / One with shadows | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Finishing moves | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Darkness | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Grappling | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Superiority | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Energy alchemy | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Ice | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Rift | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Reflexes | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Aether | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Doom covenant | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Doom | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Dream Forge | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Black-magic | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Curses | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Dreaming | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Beyond sanity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Higher | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Calamity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Wild Growth |
talent | Energy Decomposition |
talent | Arcane Shield |
talent | Chant of Resistance |
talent | Hymn of Shadows |
talent | Feather Wind |
talent | Spellcraft |
talent | Contingency |
talent | Shielding |
beneficial effect | Parrying melee and ranged attacks: Has a 75% chance to deflect up to 31 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 178 - 250 Accuracy: 96 (knife) APR: 33 Crit Chance: +91% Crit mult: 253% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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. | active |
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 Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes resistances: +7% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +5 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Physical save: +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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 | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances: +6% acid / +6% fire Changes damage: +15% acid / +3% fire Physical save: +6 (+1 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +4 Wil Changes resistances: +5% arcane Talent mastery: +0.16 Cunning / Stealth Physical save: +12 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +12 (+3 eff.) Infravision radius: +2 Amulets can have magical properties. |
In main hand | ![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% Damage (Melee): +6 light Damage against: +10% Undead When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Dex Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +6 (+1 eff.) Defense: +9 (+3 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Cun / +2 Dex Grants telepathy: Demon/Minor Demon/Major Stamina each turn: +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 5 light Changes stats: +3 Cun / +2 Wil Changes resistances: +10% blight / +13% darkness Mental save: +20 (+5 eff.) Maximum psi: +50.00 Mental crit. chance: +5% Light radius: +2 A suit of armour made of metal plates. |
Inventory
![]() sun infusion of the wizard (rad 6; power 66; turns 4; dispels darkness) 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 4 turns. 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. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() clarifying steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% mind Confusion immunity: +20% Amulets can have magical properties. |
![]() steel dagger of persecution (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
![]() arcing iron greatmaul (17.5-26.25 power, 1 apr) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed mauls. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 lightning When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +3.0% Changes damage: +14% lightning Longbows are used to shoot arrows at your foes. |
![]() balanced dwarven-steel mace of erosion (28.5-39.9 power, 4 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Disarm immunity: +26% Blunt and deadly. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. This natural lightning should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 lightning Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances: +13% lightning / +9% fire / +6% cold Changes resistances penetration: +4% lightning Changes damage: +5% lightning Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Hettymarion Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +1.0% Defense: +2 (+0 eff.) Changes resistances: +3% light / +9% lightning Physical save: +6 (+1 eff.) Blindness immunity: +20% Pinning immunity: +15% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() cruel ash magestaff of power (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering ash magestaff of illumination (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% arcane Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +47.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 135.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() ranger's iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +9% physical Changes damage: +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() arcing iron waraxe (10.5-14.7 power, 2 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning One-handed war axes. |
![]() enveloping cashmere cloak of Iron Throne (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen cloak 'Mayotha' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances: +12% darkness Spell save: +15 (+3 eff.) Hate when firing a critical mind attack: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() slimy woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 5 arcane resource burn Changes resistances: +15% acid Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Spell save: +17 (+4 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of the mountain (+11%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
![]() traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() temporal iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes stats: +2 Str Changes resistances: +6% temporal Changes damage: +3% temporal When used to modify unarmed attacks: Base power: 15.0 - 21.0 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() insulating linen wizard hat of fire (+6%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +21% fire / +6% cold Changes damage: +11% fire A pointy cloth hat, very wizardly... |
![]() Hareromirab (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Mag Changes resistances: +6% blight / +16% cold / +9% light Grants telepathy: Dragon Light radius: +1 A suit of armour made of mail. |
![]() Shinetitan the steel mail armour (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +4 Dex / +2 Con Changes damage: +6% light Reduces incoming crit damage: 15.00% Light radius: +3 A suit of armour made of mail. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() Duathelsmash (6 def, 2 armour, 15.5-18.6 power, 44.5 block) Requires: - Dexterity 16 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +44 Burst (radius 2) on crit: +12 darkness When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% darkness / +17% cold Talent granted: +2 Block Handheld deflection devices. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 112 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. |
![]() Powered 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. |
![]() storming pouch of steel shots (19/19, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Damage (Ranged): +11 lightning Burst (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
![]() quick steel torque of thermal psionic shield [power 37] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 37 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Kindleusher the elm wand of conjuration [power 91] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +5 Dex Changes resistances: +3% physical Life regen: +0.40 Maximum stamina: +5.00 Healing mod.: +10% It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hitoshura the Higher Adventurer level 10
7th Mirth 122nd year of Ascendancy at 16:15 see stats
By Hitoshura the Higher Adventurer level 6
75th Pyre 122nd year of Ascendancy at 15:53 see stats
By Hitoshura the Higher Adventurer level 7
76th Pyre 122nd year of Ascendancy at 14:20 see stats
Log
Hitoshura is no longer out of phase.
You don't see how to get there...
Hitoshura loses 1 health to the entropy.
Hitoshura's is no longer blazing.
Hitoshura loses 1 health to the entropy.
Talent Blink Blade is ready to use.
Hitoshura loses 1 health to the entropy.
Hitoshura's is no longer wasting away.
Talent Track is ready to use.
Talent Rampage is ready to use.
You don't see how to get there...
Saving game...
Saving done.
Worm that walks (servant of Hitoshura) deactivates Worm that Walks Link.
Hitoshura deactivates Chant of Resistance.
Hitoshura deactivates Wild Growth.
Hitoshura deactivates Feather Wind.
Hitoshura deactivates Spellcraft.
Hitoshura deactivates Contingency.
Hitoshura deactivates Shielding.
Hitoshura deactivates Energy Decomposition.
Hitoshura deactivates Hymn of Shadows.
Hitoshura deactivates Blurred Mortality.
Hitoshura deactivates Arcane Shield.