











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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. Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 42 / 94% |
Size | medium |
Lifes / Deaths | Killed by Eiliniba the rattlesnake at level 6 on the 1st Mirth 122nd year of Ascendancy at 14:39 / 59Killed by cold drake hatchling at level 7 on the 2nd Mirth 122nd year of Ascendancy at 18:18 Killed by cold drake hatchling at level 7 on the 2nd Mirth 122nd year of Ascendancy at 19:46 Killed by Mayutha the white jelly at level 13 on the 34th Dusk 122nd year of Ascendancy at 09:06 Killed by ultimate gwelgoroth at level 14 on the 39th Dusk 122nd year of Ascendancy at 15:49 Killed by ultimate gwelgoroth at level 14 on the 39th Dusk 122nd year of Ascendancy at 21:24 Killed by Aeromiwyn the assassin at level 17 on the 54th Dusk 122nd year of Ascendancy at 20:25 Killed by Xanenn the king cobra at level 20 on the 4th Allure 123rd year of Ascendancy at 14:10 Killed by Layiwen the giant eel at level 20 on the 6th Allure 123rd year of Ascendancy at 16:53 Killed by luminous horror at level 21 on the 6th Allure 123rd year of Ascendancy at 21:26 Killed by Urkis, the High Tempest at level 22 on the 16th Regrowth 123rd year of Ascendancy at 17:27 Killed by Urkis, the High Tempest at level 22 on the 16th Regrowth 123rd year of Ascendancy at 18:36 Killed by Urkis, the High Tempest at level 22 on the 16th Regrowth 123rd year of Ascendancy at 19:57 Killed by Aerada the bloated horror at level 22 on the 16th Regrowth 123rd year of Ascendancy at 23:32 Killed by Nerida the gwelgoroth at level 22 on the 17th Regrowth 123rd year of Ascendancy at 05:15 Killed by skeleton master archer at level 24 on the 72nd Regrowth 123rd year of Ascendancy at 03:59 Killed by Baldor the Bringer of Doom at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 17:58 Killed by Eilinelena the elder vampire at level 25 on the 74th Regrowth 123rd year of Ascendancy at 05:15 Killed by Eilinelena the elder vampire at level 25 on the 74th Regrowth 123rd year of Ascendancy at 06:57 Killed by Eilinelena the elder vampire at level 25 on the 74th Regrowth 123rd year of Ascendancy at 08:57 Killed by lesser vampire at level 26 on the 76th Regrowth 123rd year of Ascendancy at 10:01 Killed by armoured skeleton warrior at level 26 on the 76th Regrowth 123rd year of Ascendancy at 17:59 Killed by The Master at level 27 on the 79th Regrowth 123rd year of Ascendancy at 00:39 Killed by Vorura the ghast at level 28 on the 79th Regrowth 123rd year of Ascendancy at 07:02 Killed by Vorura the ghast at level 28 on the 79th Regrowth 123rd year of Ascendancy at 09:39 Killed by orc soldier at level 28 on the 79th Regrowth 123rd year of Ascendancy at 21:45 Killed by orc cryomancer at level 28 on the 80th Regrowth 123rd year of Ascendancy at 02:28 Killed by Isosemira the elven warrior at level 29 on the 1st Pyre 123rd year of Ascendancy at 12:13 Killed by elven blood mage at level 29 on the 1st Pyre 123rd year of Ascendancy at 16:56 Killed by elven cultist at level 29 on the 2nd Pyre 123rd year of Ascendancy at 07:35 Killed by elven cultist at level 29 on the 2nd Pyre 123rd year of Ascendancy at 14:58 Killed by elven blood mage at level 29 on the 2nd Pyre 123rd year of Ascendancy at 20:18 Killed by elven tempest at level 29 on the 2nd Pyre 123rd year of Ascendancy at 22:52 Killed by elven cultist at level 29 on the 3rd Pyre 123rd year of Ascendancy at 01:28 Killed by elven blood mage at level 29 on the 3rd Pyre 123rd year of Ascendancy at 07:57 Killed by Eilinylaith the mean looking elven guard at level 29 on the 3rd Pyre 123rd year of Ascendancy at 11:19 Killed by Kryl-Feijan at level 29 on the 3rd Pyre 123rd year of Ascendancy at 17:21 Killed by elven blood mage at level 30 on the 3rd Pyre 123rd year of Ascendancy at 22:16 Killed by elven blood mage at level 30 on the 4th Pyre 123rd year of Ascendancy at 01:26 Killed by elven blood mage at level 30 on the 4th Pyre 123rd year of Ascendancy at 08:06 Killed by elven cultist at level 30 on the 4th Pyre 123rd year of Ascendancy at 13:12 Killed by elven corruptor at level 30 on the 4th Pyre 123rd year of Ascendancy at 16:43 Killed by elven corruptor at level 30 on the 4th Pyre 123rd year of Ascendancy at 18:20 Killed by elven corruptor at level 30 on the 4th Pyre 123rd year of Ascendancy at 19:38 Killed by elven cultist at level 30 on the 4th Pyre 123rd year of Ascendancy at 23:32 Killed by elven cultist at level 30 on the 5th Pyre 123rd year of Ascendancy at 06:30 Killed by Lashing Tentacle at level 31 on the 43rd Pyre 123rd year of Ascendancy at 23:24 Killed by Golbug the Destroyer at level 31 on the 44th Pyre 123rd year of Ascendancy at 15:04 Killed by Golbug the Destroyer at level 31 on the 44th Pyre 123rd year of Ascendancy at 16:41 Killed by spitting spider at level 32 on the 62nd Pyre 123rd year of Ascendancy at 06:43 Killed by Belada the faerlhing at level 33 on the 63rd Pyre 123rd year of Ascendancy at 22:46 Killed by orc high pyromancer at level 33 on the 69th Pyre 123rd year of Ascendancy at 05:01 Killed by orc high pyromancer at level 34 on the 70th Pyre 123rd year of Ascendancy at 00:09 Killed by orc high pyromancer at level 34 on the 70th Pyre 123rd year of Ascendancy at 14:31 Killed by multi-hued drake at level 34 on the 70th Pyre 123rd year of Ascendancy at 21:43 Killed by overpowered greater multi-hued wyrm at level 34 on the 71st Pyre 123rd year of Ascendancy at 00:27 Killed by overpowered greater multi-hued wyrm at level 34 on the 71st Pyre 123rd year of Ascendancy at 02:54 Killed by overpowered greater multi-hued wyrm at level 34 on the 71st Pyre 123rd year of Ascendancy at 05:36 Killed by overpowered greater multi-hued wyrm at level 35 on the 71st Pyre 123rd year of Ascendancy at 15:00 |
Primary Stats
Strength | 92 (base 16) |
Dexterity | 75 (base 17) |
Constitution | 94 (base 60) |
Magic | 47 (base 10) |
Willpower | 112 (base 60) |
Cunning | 101 (base 60) |
Resources
Life | 1256/1256 |
Psi | 148/192 |
Stamina | 389/478 |
Equilibrium | 66 |
Healing Factor | 1.6073816173101 |
Regeneration | 6.8313718735678 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +70% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 157 |
Accuracy | 71 |
Crit Chance | 46% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 71 |
Crit Chance | 51% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +22% |
Lightning | +51% |
Darkness | +21% |
Physical | +45% |
Cold | +190% |
All | +10% |
Offense: Damage Penetration
Cold | +35% |
Light | +25% |
All | +10% |
Defense: Base
Armour (hardiness) | 57.992133478353 (45%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 9 |
Physical Save | 56 |
Spell Save | 42 |
Mental Save | 49 |
Defense: Resistances
Lightning | + 58%( 70%) |
Acid | + 32%( 70%) |
Light | + 46%( 70%) |
Nature | + 35%( 70%) |
Cold | + 70%( 70%) |
Physical | + 32%( 70%) |
Fire | + 32%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 50% |
Disarm Resistance | 10% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 670 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Psionic / Thermal mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Skate |
talent | Augmentation |
talent | Icy Skin |
talent | Beyond the Flesh |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost warrior from death by orc assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghoulking. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 8. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +10% Fatigue: +3% Changes stats: +8 Con Changes resistances: +15% light / +6% physical Changes resistances penetration: +15% cold Changes damage: +12% light / +9% cold Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +10% light Changes resistances penetration: +10% all Changes damage: +11% darkness Damage affinity(heal): +5% darkness Light radius: +7 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 124.09 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On feet | ![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold 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. |
Tool | ![]() Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% acid Changes resistances penetration: +15% light Changes damage: +3% acid / +21% cold Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (175 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +24% Life regen: +1.00 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +3.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% lightning Cut immunity: +50% Stun/Freeze immunity: +20% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 219.17 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +2 Str / +4 Dex / +4 Wil / +3 Cun Critical mult.: +8.00% Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +14 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Wil, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 darkness Changes resistances: +21% cold / +6% fire Changes resistances penetration: +10% cold Changes damage: +6% cold Physical save: +9 (+3 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 | ![]() Requires: - Level 25 Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +13 Str / +14 Mag / +15 Wil / +2 Cun Changes resistances: +26% lightning / +59% cold / +13% all Changes damage: +41% lightning / +35% physical / +64% cold Blindness immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +20% Maximum psi: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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. |
![]() 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. |
Achievements
By Frost the Cornac Adventurer level 30
23rd Pyre 123rd year of Ascendancy at 15:23 see stats
By Frost the Cornac Adventurer level 33
65th Pyre 123rd year of Ascendancy at 09:29 see stats
By Frost the Cornac Adventurer level 34
70th Pyre 123rd year of Ascendancy at 21:22 see stats
By Frost the Cornac Adventurer level 32
61st Pyre 123rd year of Ascendancy at 18:08 see stats
By Frost the Cornac Adventurer level 20
5th Allure 123rd year of Ascendancy at 14:47 see stats
By Frost the Cornac Adventurer level 19
77th Haze 122nd year of Ascendancy at 19:13 see stats
By Frost the Cornac Adventurer level 31
44th Pyre 123rd year of Ascendancy at 22:56 see stats
By Frost the Cornac Adventurer level 16
54th Dusk 122nd year of Ascendancy at 14:48 see stats
By Frost the Cornac Adventurer level 19
4th Decay 122nd year of Ascendancy at 02:02 see stats
By Frost the Cornac Adventurer level 22
20th Regrowth 123rd year of Ascendancy at 07:55 see stats
By Frost the Cornac Adventurer level 23
54th Regrowth 123rd year of Ascendancy at 05:56 see stats
By Frost the Cornac Adventurer level 36
71st Pyre 123rd year of Ascendancy at 20:37 see stats
By Frost the Cornac Adventurer level 10
5th Flare 122nd year of Ascendancy at 02:41 see stats
By Frost the Cornac Adventurer level 20
4th Allure 123rd year of Ascendancy at 11:06 see stats
By Frost the Cornac Adventurer level 30
3rd Pyre 123rd year of Ascendancy at 20:15 see stats
By Frost the Cornac Adventurer level 40
27th Dusk 123rd year of Ascendancy at 09:07 see stats
By Frost the Cornac Adventurer level 19
65th Dusk 122nd year of Ascendancy at 17:50 see stats
By Frost the Cornac Adventurer level 37
3rd Mirth 123rd year of Ascendancy at 18:04 see stats
By Frost the Cornac Adventurer level 34
70th Pyre 123rd year of Ascendancy at 12:24 see stats
By Frost the Cornac Adventurer level 32
58th Pyre 123rd year of Ascendancy at 17:44 see stats
By Frost the Cornac Adventurer level 12
7th Dusk 122nd year of Ascendancy at 04:47 see stats
By Frost the Cornac Adventurer level 8
1st Flare 122nd year of Ascendancy at 03:16 see stats
By Frost the Cornac Adventurer level 37
1st Summertide 123rd year of Ascendancy at 06:40 see stats
By Frost the Cornac Adventurer level 36
72nd Pyre 123rd year of Ascendancy at 00:23 see stats
By Frost the Cornac Adventurer level 18
56th Dusk 122nd year of Ascendancy at 09:34 see stats
By Frost the Cornac Adventurer level 27
79th Regrowth 123rd year of Ascendancy at 03:37 see stats
Log
Frost wears (replacing silk robe 'Salera' (0 def, 0 armour)): Breath of Eyal (10 def, 10 armour).
Frost wears (replacing Breath of Eyal (10 def, 10 armour)): silk robe 'Salera' (0 def, 0 armour).
Frost drops on the floor: Breath of Eyal (10 def, 10 armour).
There is an item here: Quiver of the Sun (25/25, 34-48 power, 15 apr)
Ran for 7 turns (stop reason: object seen).
There is an item here: Gloves of the Firm Hand (0 def, 8 armour)
Ran for 2 turns (stop reason: object seen).
Frost drops on the floor: ethereal rune (power 18; resist 21%; move 57%; dur 5; cd 16).
Your ethereal rune (power 18; resist 21%; move 57%; dur 5; cd 16) is magically sorted by the storage room and put in a pile with the others items of the same type.
Frost drops on the floor: pair of drakeskin leather boots 'Eclipsewell' (0 def, 5 armour).
Your pair of drakeskin leather boots 'Eclipsewell' (0 def, 5 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Frost drops on the floor: brawler's voratun gauntlets of war-making (0 def, 3 armour).
Your brawler's voratun gauntlets of war-making (0 def, 3 armour) is magically sorted by the storage room.
Frost drops on the floor: supercharged stralite torque of mindblast [power 415] (20 cooldown).
Your supercharged stralite torque of mindblast [power 415] (20 cooldown) is magically sorted by the storage room and put in a pile with the others items of the same type.
There is an item here: Gloves of the Firm Hand (0 def, 8 armour)
Ran for 4 turns (stop reason: object seen).
There is an item here: Quiver of the Sun (25/25, 34-48 power, 15 apr)
Ran for 2 turns (stop reason: object seen).