Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Orc Breeding Pits Full 1.7.4Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Items Vault 1.7.6Donators/Buyers bonus! Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Forbidden Cults 1.7.4Official 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 | Light |
Mode | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Harbinger |
Level / Exp | 30 / 66% |
Size | big |
Lifes / Deaths | Killed by orc corruptor at level 16 on the 9th Mirth 122nd year of Ascendancy at 19:18 0 / 7Killed by orc corruptor at level 16 on the 9th Mirth 122nd year of Ascendancy at 20:38 Killed by worm that walks at level 19 on the 1st Summertide 122nd year of Ascendancy at 16:26 Killed by Ce'Nina the dwarven battlesmith at level 24 on the 3rd Flare 122nd year of Ascendancy at 21:42 Killed by Ce'Nina the dwarven battlesmith at level 24 on the 3rd Flare 122nd year of Ascendancy at 22:22 Killed by quasit at level 29 on the 4th Dusk 122nd year of Ascendancy at 10:49 Killed by Velilaith the dredgling at level 30 on the 6th Dusk 122nd year of Ascendancy at 16:22 |
Antimagic | Follower |
Primary Stats
Strength | 54 (base 30) |
Dexterity | 31 (base 10) |
Constitution | 70 (base 42) |
Magic | 11 (base 10) |
Willpower | 58 (base 42) |
Cunning | 83.126669403714 (base 38) |
Resources
Life | -19/1159 |
Equilibrium | 62 |
Healing Factor | 1.8437542183636 |
Regeneration | 3.4071763269285 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +76.511590655697% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 7 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 88 |
Accuracy | 47 |
Crit Chance | 65% |
APR | 24 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +28% |
Physical | +23% |
Cold | +41% |
All | +8% |
Darkness | +23% |
Light | +44% |
Lightning | +25% |
Fire | +18% |
Nature | +28% |
Offense: Damage Penetration
Light | +20% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 108.74510248855 (100%) |
Defense | 55 |
Ranged Defense | 58 |
Fatigue | 62 |
Physical Save | 58 |
Spell Save | 44 |
Mental Save | 57 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 76%( 77%) |
All | + 20%( 70%) |
Lightning | + 44%( 77%) |
Light | + 74%(100%) |
Mind | + 28%( 70%) |
Physical | + 48%( 77%) |
Fire | + 77%( 77%) |
Nature | + 64%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Confusion Resistance | 49% |
Fear Resistance | 100% |
Poison Resistance | 46% |
Blind Resistance | 24% |
Silence Resistance | 10% |
Bleed Resistance | 26% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Blaze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Blizzard | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Cyclone | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Endurance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *The source of this power should... exist. Take it, and break free of this fractured place! | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining fragments of the Cunning/Scoundrel tree, but mostly other power. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining improvements to the Wild-gift/Antimagic tree. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Technique/Conditioning tree, locked, as well as some general improvements. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Talent mastery: +0.20 Wild-gift / Blizzard Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | The Beacon of the Sun The Beacon of the SunPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+5 eff.) Damage (Melee): 25 Lite Light Burst (radius 1) Changes stats: +15 Str Changes resistances: +50% light / +10% all Changes resistances cap: +30% light Changes damage: +15% light / +8% all Damage affinity(heal): +20% light Physical save: +32 (+8 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+4 eff.) Pinning immunity: +100% Maximum life: +160.00 Light radius: +10 Healing mod.: +40% Unbreakable. Immovable. It is a bastion of solidity, an unshakeable foundation in a world that changes all too often. |
On head | The Floodgate of Thought (sludge-imbued) (0 def, 0 armour) The Floodgate of Thought (sludge-imbued) (0 def, 0 armour)Infused by nature Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +23 Cun Changes resistances: +20% nature / +20% acid Changes damage: +10% nature / +10% acid This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
On hands | heroic dwarven-steel gauntlets of sorrow (0 def, 6 armour) heroic dwarven-steel gauntlets of sorrow (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage (Melee): 10 mind / 18 darkness Mental save: -7 (-3 eff.) Maximum life: +40.00 Mindpower: +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel pickaxe 'Ce'Notira' (dig speed 22 turns) dwarven-steel pickaxe 'Ce'Notira' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str / +1 Mag / +5 Cun / +5 Con Mindpower: +10 (+3 eff.) Infravision radius: +4 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Rings make your fingers look great! |
Around neck | Voidfury the steel amulet (slagged) Voidfury the steel amulet (slagged)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +9 Damage when hit (Melee): 15 fire Changes stats: +3 Wil / +1 Cun / +2 Con Changes resistances: +10% fire / +10% mind / +5% physical Changes resistances penetration: +15% darkness Confusion immunity: +25% Light radius: +2 See invisible: +9 Amulets make your neck look great! |
In main hand | Emelymina the voratun longsword (sun-flared) (44-62 power, 6 apr) Emelymina the voratun longsword (sun-flared) (44-62 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sun Flare (10% chance level 3). Damage (Melee): +16 nature When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Changes stats: +5 Dex Changes resistances: +5% arcane Changes damage: +21% light Critical mult.: +22.00% Mental save: +3 (+1 eff.) Poison immunity: +20% Silence immunity: +10% Pinning immunity: +10% Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
Around waist | noble's rough leather belt of the vagrant (sludge-imbued) noble's rough leather belt of the vagrant (sludge-imbued)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Cun / +2 Con Changes resistances: +20% nature / +20% acid Changes damage: +10% nature / +10% acid Damage against: +17% Summoned Reduced damage from: +16% Summoned Mental save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
In off hand | Titanic (shaded) (20 def, 18 armour, 320 block) Titanic (shaded) (20 def, 18 armour, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +9.0% Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Changes damage: +15% darkness / +15% physical Talent granted: +1 Block Fear immunity: +100% Infravision radius: +3 This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | Brightedge (9 def, 0 armour) Brightedge (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 6 light Changes resistances: +6% light Changes resistances penetration: +20% light Changes damage: +6% lightning / +3% fire Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Daybolt the stralite plate armour (0 def, 28 armour) Daybolt the stralite plate armour (0 def, 28 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +28 Fatigue: +22% Changes resistances: +21% acid / +12% physical / +12% light / +12% blight / +12% fire / +12% lightning / +12% cold Mental save: +12 (+3 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% A suit of armour made of metal plates. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. solipsist's voratun ring of wardingsolipsist's voratun ring of warding Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +30% acid / +21% fire / +21% lightning / +19% cold Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
Corpathus (time-lost) (40-56 power, 12 apr) Corpathus (time-lost) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +22 debilitating temporal / +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Spellpower: +15 (+12 eff.) Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Talent masteries: +0.10 Wild-gift / Rain +0.10 Wild-gift / Blizzard Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Strikespire (4-5 power, 18 apr, nature damage) Strikespire (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +4 lightning When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% light / +5% arcane Changes damage: +3% lightning Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Life regen: +1.20 Maximum life: +26.00 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. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of stralite shots (24/24, 46-56 power, 5 apr)psychokinetic pouch of stralite shots (24/24, 46-56 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 211 physical damage Damage (Ranged): +25 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Dimoracle (0 def, 0 armour)Dimoracle (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 darkness Changes stats: +4 Dex / +8 Cun / +4 Con Changes resistances: +15% all Changes damage: +18% temporal / +17% all Reduces incoming crit damage: 15.91% Spellpower: +20 (+14 eff.) Infravision radius: +3 See invisible: +18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Gusta the stralite mail armour (4 def, 8 armour)Gusta the stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) * 21% chance to reduce all saves and defense by 32 Changes resistances: +9% mind / +6% temporal Changes resistances penetration: +27% mind Changes damage: +18% temporal Mental save: +18 (+5 eff.) Mana each turn: +0.44 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+14 eff.) A suit of armour made of mail. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level. Xeruganne the elven-silk cloak (3 def, 0 armour)Xeruganne the elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +4 Mag / +12 Cun / +7 Con Reduces incoming crit damage: 15.91% See invisible: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cystgasher the pair of rough leather boots (0 def, 2 armour) Cystgasher the pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 2 cold Changes resistances: +3% nature / +15% cold Infravision radius: +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
Cloud Caller (dulled) (0 def, 0 armour) Cloud Caller (dulled) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Effects on melee hit: * 18% chance to reduce damage dealt by 26% Changes resistances: +10% lightning / +10% cold / +20% light Changes damage: +10% lightning / +10% cold Spell save: +18 (+6 eff.) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 79.81 to 239.43 lightning damage (159.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap 'Aeryyathra' (0 def, 1 armour) rough leather cap 'Aeryyathra' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Cun Critical mult.: +10.00% Psi when hit: +0.08 Only die when reaching: -20.00 life A cap made of leather. |
Salawe the Icewreck (umbral) (0 def, 5 armour) Salawe the Icewreck (umbral) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 cold Changes stats: +10 Str / +7 Dex / +5 Wil Changes resistances: +7% physical / +18% darkness / +9% cold Changes resistances penetration: +5% arcane Changes damage: +9% arcane / +6% cold Talent mastery: +0.20 Cursed / Darkness Physical save: +6 (+2 eff.) Blindness immunity: +50% Hate when firing a critical mind attack: +2.00 Mindpower: +17 (+6 eff.) Mental crit. chance: +10% Infravision radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 213.3 Physical damage. If the attack hits, the target is confused (34% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel helm 'Camarain' (hotfooted) (17 def, 4 armour) dwarven-steel helm 'Camarain' (hotfooted) (17 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +17 (+5 eff.) Fatigue: +4% Changes stats: +4 Wil Changes resistances: +14% lightning / +16% temporal / +7% blight / +5% arcane / +3% mind Changes resistances penetration: +20% arcane Mental save: +8 (+2 eff.) Pinning immunity: +50% Movement speed: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
2 topaz 2 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. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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% Latent Damage Type: Fire 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 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
216 alchemist agate 216 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Voidsmash' (dig speed 40 turns) iron pickaxe 'Voidsmash' (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature Maximum psi: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. powerful voratun torque of psionic shield [power 143] (25 cooldown)powerful voratun torque of psionic shield [power 143] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 143 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Harbinger of Doom the Krog Harbinger level 28
3rd Dusk 122nd year of Ascendancy at 14:43 see stats
By Harbinger of Doom the Krog Harbinger level 10
78th Pyre 122nd year of Ascendancy at 13:28 see stats
By Harbinger of Doom the Krog Harbinger level 20
2nd Summertide 122nd year of Ascendancy at 01:01 see stats
By Harbinger of Doom the Krog Harbinger level 30
4th Dusk 122nd year of Ascendancy at 12:35 see stats
By Harbinger of Doom the Krog Harbinger level 25
5th Flare 122nd year of Ascendancy at 10:29 see stats
By Harbinger of Doom the Krog Harbinger level 16
7th Mirth 122nd year of Ascendancy at 07:31 see stats
Log
Velilaith the dredgling hits Harbinger of Doom for (60 antimagic), 26 temporal, 86 physical (111 total damage).
Harbinger of Doom is no longer attuned.
Harbinger of Doom survived the attenuation.
Harbinger of Doom's mind surges with critical power!
Talent Vitality is ready to use.
Harbinger of Doom hits Velilaith the dredgling for (103 absorbed), 0 physical (0 total damage).
Velilaith the dredgling casts Mana Missile.
Harbinger of Doom is recovering from the damage!
Warp away failed!
Harbinger of Doom attunes to the damage.
Velilaith the dredgling's Mana Missile hits Harbinger of Doom for (60 antimagic), 155 arcane (155 total damage).
Velilaith the dredgling casts a protective shield just in time!
Harbinger of Doom's mind surges with critical power!
Velilaith the dredgling slows down.
Velilaith the dredgling's healing is suppressed!
Harbinger of Doom hits Velilaith the dredgling for (258 absorbed), 0 physical, (14 absorbed), 0 nature, (36 absorbed), 0 light, (16 absorbed), 0 darkness, (62 absorbed), 0 fire, (5 absorbed), 0 mind, (92 absorbed), 0 cold, (36 absorbed), 0 fire, (120 absorbed), 0 lightning (0 total damage).
The shield around Velilaith the dredgling crumbles.
Velilaith the dredgling deactivates Enter the River.
Harbinger of Doom hits Velilaith the dredgling for (3 absorbed), 54 physical (54 total damage).
Velilaith the dredgling casts Redirect Danger.
Velilaith the dredgling redirects damage to their foes!
Velilaith the dredgling casts Slipsnipe.
Velilaith the dredgling's spell attains critical power!
Harbinger of Doom is out of phase.
Harbinger of Doom has finished recovering.
Harbinger of Doom is stunned!
Velilaith the dredgling hits Harbinger of Doom for 681 physical damage.
Harbinger of Doom the level 30 krog harbinger was smashed to death by Velilaith the dredgling on level 1 of An Eternal Instant.