Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Deathknight 1.4.1Adds the Deathknight class. See forum thread for details. Doctornull's Class Pack 1.4.2This 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. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Replace Swift Hands 1.3.1 Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Draconians 1.3.1Adds 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. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Draconian |
Class | Deathknight |
Level / Exp | 49 / 0% |
Size | medium |
Lifes / Deaths | Killed by Lubodre the halfling at level 10 on the 5th Flare 122nd year of Ascendancy at 01:35 5 / 2Killed by Lubodre the halfling at level 10 on the 5th Flare 122nd year of Ascendancy at 03:12 |
Primary Stats
Strength | 133 (base 60) |
Dexterity | 122 (base 60) |
Constitution | 82 (base 60) |
Magic | 75 (base 60) |
Willpower | 78 (base 60) |
Cunning | 76 (base 60) |
Resources
Life | 3779/3779 |
Mana | 876/911 |
Stamina | 729/729 |
Souls | 10/10 |
Healing Factor | 1 |
Regeneration | 12.927478094433 |
Speed
Mental | +45.7% |
Attack | +45.7% |
Movement | +206% |
Spell | +45.7% |
Global | +168.79194208444% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 6 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 364 |
Accuracy | 100 |
Crit Chance | 151% |
APR | 68 |
Speed | 0.69 |
Offense: Spell
Spellpower | 93.825 |
Crit Chance | 100% |
Speed | 0.68634179821551 |
Offense: Mind
Mindpower | 102.875 |
Crit Chance | 87% |
Speed | 0.68634179821551 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 89.9 (93.924050632911%) |
Defense | 69.675 |
Ranged Defense | 71.925 |
Fatigue | 0 |
Physical Save | 58.866666666667 |
Spell Save | 77.785584717829 |
Mental Save | 60.3125 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 84% |
Poison Resistance | 5% |
Blind Resistance | 20% |
Silence Resistance | 100% |
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 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: 25 Travel Speed: instantaneous Usage Speed: Spell (69% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Frost | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dread | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic might | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Squire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Soul | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dusk | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Desecration | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Undeath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Reaping | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Draconian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Soulforge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Spirit Feed |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Shadow of Death |
talent | Necrotic Aura |
talent | Corpse Explosion |
talent | Squire: Melee |
talent | Enshroud |
talent | Soul Link |
beneficial effect | Prevents the target from dying until they fall below -523 life. Soul Fragment |
beneficial effect | The target is surrounded by a magical shield, absorbing 598/650 damage before it crumbles. Damage Shield |
beneficial effect | Increases global speed by 30%. 3 Dirge |
beneficial effect | The target is wielding a weapon of pure darkness. Lightbane |
beneficial effect | The target's combat attack is improved by 40. Attack |
beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 2%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Bethedhevena the degenerated skeleton warrior. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | 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 |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | Armiruiblek the pair of dwarven-steel boots (21 def, 4 armour) Armiruiblek the pair of dwarven-steel boots (21 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +21 (+5 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +3 Mag / +5 Wil Changes resistances penetration: +5% blight / +5% mind Grants telepathy: Humanoid/Orc Silence immunity: +31% Confusion immunity: +38% Stun/Freeze immunity: +31% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | rough leather gloves 'Coalrock' (0 def, 1 armour) rough leather gloves 'Coalrock' (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +1 Effects on melee hit: * 40% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 8 light Changes stats: +3 Cun / +3 Dex Life regen: +1.40 Stamina each turn: +0.70 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). On weapon hit: * 20% chance to blind Damage (Melee): +8 darkness It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Emelogalle the Flashseam (0 def, 10 armour) Emelogalle the Flashseam (0 def, 10 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +10 Fatigue: +5% Changes stats: +5 Str / +4 Con Changes resistances: +6% acid / +15% fire / +25% mind Changes resistances penetration: +10% acid Changes damage: +6% acid / +9% fire Mental save: +26 (+6 eff.) Confusion immunity: +41% Infravision radius: +3 A cap made of leather. |
Tool | dwarven-steel pickaxe 'Haluvon' (dig speed 5 turns) dwarven-steel pickaxe 'Haluvon' (dig speed 5 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes stats: +2 Str / +3 Cun Changes resistances: +13% nature Changes resistances penetration: +25% temporal Changes damage: +3% temporal / +8% nature / +3% mind Critical mult.: +27.00% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 31.13 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | stralite ring 'Ereludodig' stralite ring 'Ereludodig'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +28 Armour: +20 Defense: +26 (+6 eff.) Effects on melee hit: * 24% chance to blind Effects on ranged hit: * 30% chance to blind Changes stats: +8 Str / +1 Cun Changes resistances: +6% blight / +36% cold Changes damage: +18% cold Poison immunity: +5% Silence immunity: +10% Pinning immunity: +10% Mental crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | voratun amulet 'Alefast' voratun amulet 'Alefast'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +24 (+6 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to corrode armour Changes stats: +9 Dex / +9 Cun / +11 Con / +12 Lck Spell save: +25 (+5 eff.) Blindness immunity: +20% Life regen: +1.40 Stamina each turn: +1.40 Only die when reaching: -60.00 life Movement speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
In main hand | Branodrasin the voratun battleaxe (57-85.5 power, 4 apr) Branodrasin the voratun battleaxe (57-85.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn * 42% chance to disease * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning / +20 temporal / +24 mind / +42 blight / +23 nature Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +17 Damage when hit (Melee): 12 mind Changes resistances: +9% mind Changes resistances penetration: +17% physical Changes damage: +19% physical It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Main armor | Lavablack the stralite plate armour (7 def, 13 armour) Lavablack the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +22 (+4 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour Changes stats: +15 Str / +9 Mag / +8 Wil / +6 Con Changes resistances: +38% lightning / +27% temporal / +12% light / +36% cold / +5% arcane / +3% fire Confusion immunity: +5% Teleport immunity: +10% Maximum life: +86.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +7% Mindpower: +21 (+4 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (553% speed; 6 turns) movement infusion (553% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
vine lasso infusion (3 turns, 40 physical damage) vine lasso infusion (3 turns, 40 physical damage)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 3 turns. The grab will also deal 39.99 physical damage per turn. 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. |
acid wave rune (140 acid damage; dur 5; apply 20) acid wave rune (140 acid damage; dur 5; apply 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 140.36 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 427 for 8 turns)shielding rune (absorb 427 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 427 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 6 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
iron greatsword (17-27.2 power, 1 apr) iron greatsword (17-27.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blighted stralite ritual blade of crippling (19-24.7 power, 9 apr)blighted stralite ritual blade of crippling (19-24.7 power, 9 apr) Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 4 Base power: 19.0 - 24.7 Uses stats: 30% Wil, 95% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage conversion: 21% blight When wielded/worn: Physical crit. chance: +11.0% Changes damage: +15% blight Spell crit. chance: +8% Sharp, short and deadly. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.10 Spell / Water +0.20 Technique / Flowing path Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
verdant silk robe of lightning (+21%) (10 def, 0 armour) verdant silk robe of lightning (+21%) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +5 Con Changes resistances: +21% lightning Changes damage: +11% nature / +14% lightning Poison immunity: +31% Disease immunity: +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of tirelessness (0 def, 6 armour) miner's pair of rough leather boots of tirelessness (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
stralite mail armour of fire resistance (4 def, 8 armour) stralite mail armour of fire resistance (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +18% fire A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (4 def, 2 armour, 8-9.6 power, 21.5 block) iron shield (4 def, 2 armour, 8-9.6 power, 21.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
stralite shield of earthen fury (10 def, 11 armour, 43.5-52.2 power, 132.5 block) stralite shield of earthen fury (10 def, 11 armour, 43.5-52.2 power, 132.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +132 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +11 Armour Hardiness: +8% Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +13% physical Talent granted: +4 Block Handheld deflection devices. |
Cyrada the granite wardstone Cyrada the granite wardstoneRequires: - Magic 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +7% acid / +10% cold / +20% nature / +12% light Reduce damage by fixed amount: +2 all Maximum wards: +2 acid / +2 cold / +4 nature / +2 light Changes resistances penetration: +5% mind Changes damage: +12% nature Reduced damage from: +9% Animal / +12% Vermin / +11% Insect / +10% Spiderkin Talent granted: +4 Ward Reduces incoming crit damage: 5.00% Mental save: +20 (+5 eff.) Mental crit. chance: +1% Light radius: +2 Infravision radius: +2 Slows Projectiles: +15% Handheld warding devices |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
197 alchemist agate 197 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered 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. |
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 (2/3) Rod of Recall (2/3)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 122 power out of 348/400. 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. |
iron torque of psychoportation 'Brightwolf' [power 25] (26 cooldown) iron torque of psychoportation 'Brightwolf' [power 25] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% mind Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +3 Telekinetic Blast Critical mult.: +5.00% Mental save: +18 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kaisui the Draconian Deathknight level 10
77th Pyre 122nd year of Ascendancy at 16:00 see stats
By Kaisui the Draconian Deathknight level 20
9th Dusk 122nd year of Ascendancy at 15:31 see stats
By Kaisui the Draconian Deathknight level 30
10th Dusk 122nd year of Ascendancy at 19:45 see stats
By Kaisui the Draconian Deathknight level 40
11st Dusk 122nd year of Ascendancy at 12:09 see stats
By Kaisui the Draconian Deathknight level 47
12nd Dusk 122nd year of Ascendancy at 07:20 see stats
By Kaisui the Draconian Deathknight level 34
11st Dusk 122nd year of Ascendancy at 00:43 see stats
By Kaisui the Draconian Deathknight level 10
77th Pyre 122nd year of Ascendancy at 16:01 see stats
By Kaisui the Draconian Deathknight level 47
20th Dusk 122nd year of Ascendancy at 06:45 see stats
By Kaisui the Draconian Deathknight level 10
2nd Flare 122nd year of Ascendancy at 20:06 see stats
By Kaisui the Draconian Deathknight level 40
11st Dusk 122nd year of Ascendancy at 12:09 see stats
By Kaisui the Draconian Deathknight level 21
9th Dusk 122nd year of Ascendancy at 15:43 see stats
Log
Kaisui hits Mean looking elven guard for 464 darkness, 113 cold, 221 darkness (798 total damage).
Soul Link hits Undead squire for 106 healing, 126 healing, 26 healing, 50 healing, 140 healing (0 total damage) [448 healing].
Mean looking elven guard activates Secrets of the Eternals.
Elven blood mage is weakened by the necrotic aura.
Elven warrior is weakened by the necrotic aura.
Elven cultist is weakened by the necrotic aura.
Mean looking elven guard is weakened by the necrotic aura.
Elven warrior is weakened by the necrotic aura.
Kaisui killed Soul fragment!
Kaisui hits Something for 178 darkness, 250 darkness (428 total damage).
Kaisui hits Elven cultist for 95 darkness damage.
Soul Link hits Undead squire for 22 healing, 41 healing, 57 healing (0 total damage) [120 healing].
Necrosis from Ghoul warrior hits Elven cultist for 11 darkness damage.
Weakness Disease from Elven blood mage hits Ghoul warrior for 49 blight damage.
Something hits Kaisui for 16 healing, 22 healing (0 total damage) [37 healing].
Kaisui receives 8 healing from Elven cultist.
Kaisui deactivates Squire: Melee.
Kaisui's dark weapon fades.
Kaisui deactivates Daunting Presence.
Kaisui deactivates Corpse Explosion.
The shield around Kaisui crumbles.
Kaisui is no longer out of phase.
Kaisui aims less carefully.
Kaisui deactivates Soul Link.
Kaisui deactivates Chant of Resistance.
Kaisui deactivates Enshroud.
Kaisui deactivates Necrotic Aura.
Kaisui deactivates Spirit Feed.
Kaisui deactivates Shadow of Death.