Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
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. Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Embers of Rage 1.4.4Official 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:
Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 Extra Dungeons 1.4.8In 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Superhuman |
Class | Adventurer |
Level / Exp | 111 / 44% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1753 (base 100) |
Dexterity | 553 (base 100) |
Constitution | 1712 (base 100) |
Magic | 506 (base 100) |
Willpower | 613 (base 100) |
Cunning | 1644 (base 100) |
Resources
Mana | 17837/17837 |
Psi_feedback | 0/1650 |
Life | 136803/136803 |
Stamina | 3392/3392 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 4362.2972339873 |
Speed
Mental | +278.18179921213% |
Attack | +200% |
Movement | +2667.2862713508% |
Spell | +2286.2862713508% |
Global | +776% |
Vision
Sight | 12 |
Lite | 277 |
Infravision | 13 |
See Stealth | 52 |
See Invisible | 57 |
Offense: Mainhand
Damage | 3531 |
Accuracy | 305 |
Crit Chance | 1881% |
APR | 2579 |
Speed | 0.26 |
Offense: Offhand
Damage | 3501 |
Accuracy | 305 |
Crit Chance | 1877% |
APR | 2579 |
Speed | 0.26 |
Offense: Spell
Spellpower | 366 |
Crit Chance | 100% |
Speed | 0.041906120485449 |
Cooldown Reduction | 214.5 |
Offense: Mind
Mindpower | 295 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +10% |
Defense: Base
Armour (hardiness) | 799.79459972366 (100%) |
Defense | 1229 |
Ranged Defense | 1229 |
Fatigue | 0 |
Physical Save | 865 |
Spell Save | 904 |
Mental Save | 347 |
Defense: Resistances
All | +252%(100%) |
Defense: Immunities
Stun Resistance | 5% |
Confusion Resistance | 100% |
Poison Resistance | 24% |
Blind Resistance | 70% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam. |
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: ShieldingUse mode: Activated Range: melee/personal Cooldown: -17 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 250 damage for 25 turns. |
Class Talents
Spell / Arcane enchantments | 71.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Superiority | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat veteran | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Windcutter | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Tactical | 1.90 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat techniques | 35.80 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Bloodthirst | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Arcane elements | 50.20 |
| 0/5 |
| 0/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Air | 45.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Spell / Enhancement | 50.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Magical combat | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Advanced martial enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Spell / Martial enchantments | 11.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Earth | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Dual weapons | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Poisons | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Warcries | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Dual techniques | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Corruption / Reaving combat | 15.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Lethality | 20.20 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Steamtech / Engineering | 50.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Wild-gift / Harmony | 2.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Conditioning | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Scoundrel | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Steamtech / Blacksmith | 50.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Martial mastery | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Steamtech / Physics | 5.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Arcane veteran | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Stone alchemy | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Steamtech / Chemistry | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat training | 1.40 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Wind Storm |
talent | Range Amplification Device |
talent | Arcane Armor |
talent | Air Stance |
talent | Daunting Presence |
talent | Precision |
talent | Inner Power |
talent | Mage Wind |
talent | Arcane Depths |
talent | Shock Hands |
talent | Arcane Combat |
talent | Thunderstorm |
talent | Bright Aura |
talent | Arcane Feed |
talent | Insidious Poison |
talent | Shattering Impact |
talent | Mage Armour |
talent | Mana Focus |
talent | Elemental Stance |
talent | Momentum |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Battlesurge |
talent | Deadly Poison |
talent | Onslaught |
talent | Exploit Weakness |
talent | Precise Strikes |
talent | Lacerating Strikes |
talent | Elemental Destruction |
beneficial effect | The target is in a magical frenzy, improving spellpower by 12. Bloodlust |
beneficial effect | Parrying melee attacks: Has a 64% chance to deflect up to 1926 damage from the next 12.3 attack(s). Parrying |
beneficial effect | The thrill of combat improves the target's maximum life by 21%, life regeneration by 45.10, and stamina regeneration by 9.02. Bloodbath |
beneficial effect | Countering melee attacks: Has a 97% chance to get an automatic counter attack when avoiding a melee attack. (7.8 counters remaining) Counter Attacking |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Escort the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest) | 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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed vial of wight ectoplasm. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Windwisp' (1192 def, 15 armour) pair of drakeskin leather boots 'Windwisp' (1192 def, 15 armour)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Light Armour 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +15 Defense: +1192 (+40 eff.) Fatigue: +5% Changes stats: +3 Mag / +12 Wil / +35 Cun / +63 Con Changes resistances penetration: +8% physical Changes damage: +3% nature / +3% physical Physical save: +194 (+5 eff.) Spell save: +562 (+12 eff.) Mental save: +143 (+8 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +1.10 Maximum life: +10.00 Maximum stamina: +40.00 Spellpower: +6 (+0 eff.) Mindpower: +9 (+1 eff.) Light radius: +3 It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 5.6 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 48% chance to completely evade them and granting you 361 defense for 25 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Quiver | Tarroldir the pouch of voratun shots (48/48, 93-111.6 power, 17 apr) Tarroldir the pouch of voratun shots (48/48, 93-111.6 power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 93.0 - 111.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +21.0% Capacity: 48 Turns elapse between self-loadings: 3 On weapon hit: * 41% chance to corrode armour * 25% chance for lightning to arc to a second target * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Melee): +14 lightning / +33 physical / +16 acid / +8 arcane Damage (Ranged): +14 lightning / +33 physical / +16 acid / +8 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 acid When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Glowschism GlowschismInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +43 (+1 eff.) Damage when hit (Melee): 12 blight / 8 temporal / 8 light Changes stats: +40 Wil / +69 Con Changes resistances: +53% blight / +18% light Changes resistances penetration: +10% all Changes damage: +12% blight / +3% temporal / +15% mind / +20% light Critical mult.: +20.00% Physical save: +57 (+2 eff.) Spell save: +57 (+1 eff.) Mental save: +57 (+3 eff.) Blindness immunity: +50% Confusion immunity: +28% Life regen: +20.90 Maximum life: +160.00 Light radius: +20 See stealth: +32 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 162 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Aerolle the drakeskin leather cap (1194 def, 40 armour) Aerolle the drakeskin leather cap (1194 def, 40 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +8 Armour: +40 Defense: +1194 (+40 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 8 mind Changes stats: +15 Dex / +23 Wil / +35 Cun Changes resistances: +19% light / +11% blight / +13% darkness / +13% nature / +6% all Changes resistances penetration: +5% acid / +20% mind / +10% blight Physical save: +43 (+1 eff.) Spell save: +595 (+13 eff.) Mental save: +40 (+2 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +88.00 Maximum hate: +4.00 Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Healing mod.: +28% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
On hands | Kindlekill the drakeskin leather gloves (1123 def, 66 armour) Kindlekill the drakeskin leather gloves (1123 def, 66 armour)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Light Armour 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +66 Armour Hardiness: +15% Defense: +1123 (+37 eff.) Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 14 temporal / 37 mind / 37 darkness Damage (Ranged): 19 temporal Changes stats: +15 Str / +15 Mag / +15 Wil / +18 Cun / +57 Con Changes resistances: +15% temporal / +12% physical / +9% light / +9% darkness Changes resistances penetration: +5% fire Changes damage: +6% temporal Talent mastery: +0.20 Technique / Grappling Talent granted: +5 Hand Cannon Spell save: +562 (+12 eff.) Mental save: -17 (-1 eff.) Disarm immunity: +47% Life regen: +2.90 Stamina each turn: +1.80 Maximum stamina: +40.00 Mindpower: +9 (+1 eff.) Infravision radius: +1 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Disarm (10% chance level 5). On weapon hit: * 10% chance to gain 10% of a turn * 40% chance to blind Damage (Melee): +12 light Burst (radius 1) on hit: +12 fire / +4 light / +12 temporal Burst (radius 2) on crit: +50 light / +50 darkness It can be used to activate talent Ruined Earth, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 8 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Arideran the voratun pickaxe (dig speed 7 turns) Arideran the voratun pickaxe (dig speed 7 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +20 Physical crit. chance: +12.0% Physical power: +8 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 12 acid Changes stats: +49 Str / +5 Dex / +19 Wil Changes resistances: +13% nature Changes resistances penetration: +10% acid / +15% physical Changes damage: +10% nature Critical mult.: +17.00% Reduces incoming crit damage: 10.00% Life regen: +0.20 Maximum stamina: +10.00 Mental crit. chance: +12% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 10 cooldown : Effective talent level: 143.2 Power cost: 10 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +1074 accuracy and allowing you to attack creatures you cannot see without penalty for the next 22 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Erelydunarab the gold ring Erelydunarab the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +33 Defense: +5 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +5 Cun / +17 Str Reduces incoming crit damage: 10.00% Physical save: +28 (+1 eff.) Only die when reaching: -60.00 life Rings can have magical properties. |
On fingers | stralite ring 'Tulelach' stralite ring 'Tulelach'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +27 (+2 eff.) Armour penetration: +14 Defense: +67 (+2 eff.) Changes stats: +10 Str / +5 Dex / +15 Wil / +17 Cun Changes resistances: +30% lightning / +36% cold / +13% nature / +12% blight Changes damage: +15% lightning / +18% cold / +6% arcane Spell save: +48 (+1 eff.) Mental save: +24 (+1 eff.) Poison immunity: +24% Disease immunity: +24% Life regen: +1.70 Only die when reaching: -20.00 life Maximum life: +78.00 Maximum hate: +2.00 Maximum psi: +10.00 Mindpower: +13 (+1 eff.) Movement speed: +21% Healing mod.: +26% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 14 cooldown : Effective talent level: 107.4 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 442% for 5 turns. Rings can have magical properties. |
Around neck | Huramagodig the Sunpunish Huramagodig the SunpunishInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +40 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Defense: +106 (+3 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: -9% Changes stats: +26 Str / +20 Dex / +26 Cun / +26 Con / +91 Lck Changes resistances: +6% acid / +6% temporal / +3% light / +26% fire / +5% arcane / +26% cold Changes resistances penetration: +10% fire Talent masteries: +0.34 Spell / Storm +0.34 Technique / Archery - bows Critical mult.: +18.00% Physical save: +63 (+2 eff.) Spell save: +69 (+2 eff.) Mental save: +63 (+3 eff.) Blindness immunity: +20% Cut immunity: +70% Confusion immunity: +5% Stun/Freeze immunity: +5% Life regen: +1.30 Stamina each turn: +1.10 Only die when reaching: -40.00 life Movement speed: +10% Healing mod.: +24% Reduce all damage from unseen attackers: 33% It can be used to activate talent Heal, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1564 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Filthransom the voratun longsword (60.5-84.7 power, 6 apr) Filthransom the voratun longsword (60.5-84.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 60.5 - 84.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 203 damage On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +51 insidious poison / +19 mind / +16 arcane Burst (radius 2) on crit: +19 fire When wielded/worn: Accuracy: +43 (+3 eff.) Armour penetration: +13 Physical crit. chance: +71.0% Physical power: +36 (+2 eff.) Defense: +45 (+1 eff.) Fatigue: -2% Changes stats: +39 Str Changes resistances penetration: +5% nature / +15% fire Changes damage: +35% physical Critical mult.: +23.00% Disarm immunity: +50% Stamina when hit: +4.20 Global speed: +6% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Sharp, long, and deadly. |
Around waist | Dawnriver DawnriverRequires: Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Light Armour 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +1123 (+37 eff.) Changes stats: +9 Wil / +18 Mag Changes resistances penetration: +16% physical Changes damage: +25% acid / +25% physical / +15% light / +25% blight / +25% fire / +25% nature Reduced damage from: +45% Summoned Physical save: +37 (+1 eff.) Spell save: +562 (+12 eff.) Mental save: +128 (+7 eff.) Mana each turn: +0.60 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum mana: +49.00 Spellpower: +24 (+1 eff.) Mindpower: +7 (+0 eff.) A belt that goes around your waist. |
In off hand | Chargespar the voratun mace (63-88.2 power, 6 apr) Chargespar the voratun mace (63-88.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 63.0 - 88.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction * 15% chance to disease * 25% chance for lightning to arc to a second target * burn your foe dealing 269 damage and igniting the ground for 4 turns * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +20 lightning / +17 blight / +29 cold / +20 acid When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +42 Physical crit. chance: +59.0% Physical power: +15 (+1 eff.) Effects on melee hit: * 60% chance to daze Damage when hit (Melee): 4 blight Changes stats: +12 Str Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +25% lightning / +11% physical / +5% arcane / +10% blight Changes damage: +9% arcane / +29% physical Critical mult.: +40.00% Disease immunity: +35% Stamina when hit: +2.50 Blunt and deadly. |
Cloak | Smolderbrace (1452 def, 89 armour) Smolderbrace (1452 def, 89 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Light Armour 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +10 Armour: +89 Defense: +1452 (+48 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +30 Str / +39 Dex / +12 Wil / +24 Cun / +45 Con Changes resistances: +10% acid / +25% light / +40% cold / +38% fire / +10% lightning Physical save: +233 (+6 eff.) Spell save: +943 (+21 eff.) Mental save: +227 (+12 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +308.00 Spell crit. chance: +1% See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Umbrastriker (1186 def, 97 armour) Umbrastriker (1186 def, 97 armour)Requires: - Strength 0 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Light Armour 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +16.0% Physical power: +14 (+1 eff.) Armour: +97 Defense: +1186 (+39 eff.) Fatigue: +9% Damage when hit (Melee): 12 darkness / 110 physical Changes stats: +63 Str / +20 Dex / +20 Mag / +20 Wil / +32 Cun Changes resistances: +35% darkness / +29% physical Changes damage: +3% nature Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Physical save: +49 (+1 eff.) Spell save: +562 (+12 eff.) Mental save: +55 (+3 eff.) Stamina each turn: +1.70 Maximum stamina: +10.00 Light radius: +4 Chance to avoid any damage: +7% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 13 cooldown : Effective talent level: 7.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 62% of your stamina. A suit of armour made of leather. |
Inventory
Rune of the Rift (2602.00 temporal damage, removed from time 4 turns) Rune of the Rift (2602.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: -16 Travel Speed: instantaneous Usage Speed: Spell (4% of a turn) Is: a spell Description: Inflicts 8560.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
5 agate 5 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
1663 alchemist agate 1663 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)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 71 power out of 393/400. 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
Achievements
By Enealsan the Superhuman Adventurer level 9
75th Pyre 122nd year of Ascendancy at 01:04 see stats
By Enealsan the Superhuman Adventurer level 98
19th Dusk 122nd year of Ascendancy at 10:05 see stats
By Enealsan the Superhuman Adventurer level 3
74th Pyre 122nd year of Ascendancy at 14:34 see stats
By Enealsan the Superhuman Adventurer level 10
75th Pyre 122nd year of Ascendancy at 02:29 see stats
By Enealsan the Superhuman Adventurer level 20
1st Flare 122nd year of Ascendancy at 07:44 see stats
By Enealsan the Superhuman Adventurer level 30
1st Flare 122nd year of Ascendancy at 11:12 see stats
By Enealsan the Superhuman Adventurer level 40
3rd Flare 122nd year of Ascendancy at 22:48 see stats
By Enealsan the Superhuman Adventurer level 50
5th Flare 122nd year of Ascendancy at 17:53 see stats
By Enealsan the Superhuman Adventurer level 50
5th Flare 122nd year of Ascendancy at 18:02 see stats
By Enealsan the Superhuman Adventurer level 16
76th Pyre 122nd year of Ascendancy at 23:45 see stats
By Enealsan the Superhuman Adventurer level 12
75th Pyre 122nd year of Ascendancy at 16:13 see stats
By Enealsan the Superhuman Adventurer level 12
75th Pyre 122nd year of Ascendancy at 10:48 see stats
By Enealsan the Superhuman Adventurer level 49
5th Flare 122nd year of Ascendancy at 05:36 see stats
By Enealsan the Superhuman Adventurer level 14
76th Pyre 122nd year of Ascendancy at 07:31 see stats
By Enealsan the Superhuman Adventurer level 33
1st Flare 122nd year of Ascendancy at 14:31 see stats
By Enealsan the Superhuman Adventurer level 12
75th Pyre 122nd year of Ascendancy at 16:22 see stats
By Enealsan the Superhuman Adventurer level 4
74th Pyre 122nd year of Ascendancy at 14:35 see stats
By Enealsan the Superhuman Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:12 see stats
Log
Enealsan deactivates Elemental Destruction.
Enealsan activates Elemental Destruction.
Enealsan deactivates Bright Aura.
Enealsan no longer revels in blood quite so much.
Enealsan deactivates Inner Power.
Enealsan deactivates Lacerating Strikes.
Enealsan deactivates Exploit Weakness.
Enealsan deactivates Deadly Poison.
Enealsan deactivates Arcane Feed.
Enealsan deactivates Precision.
Enealsan deactivates Onslaught.
Enealsan deactivates Mage Armour.
Enealsan deactivates Arcane Combat.
Enealsan deactivates Battlesurge.
Enealsan deactivates Elemental Destruction.
Enealsan deactivates Thunderstorm.
The furious lightning storm around Enealsan calms down and disappears.
Enealsan deactivates Momentum.
Enealsan deactivates Fiery Hands.
Enealsan deactivates Shock Hands.
Enealsan deactivates Spellsword Combat.
Enealsan deactivates Mana Focus.
Enealsan deactivates Arcane Stamina.
Enealsan deactivates Daunting Presence.
Enealsan deactivates Precise Strikes.
Enealsan deactivates Wind Storm.
Enealsan deactivates Elemental Stance.
Enealsan deactivates Shattering Impact.
Enealsan deactivates Range Amplification Device.
Enealsan deactivates Arcane Armor.