Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The 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: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Mage Knight 1.5.5Adds 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. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Sholtar |
Class | Adventurer |
Level / Exp | 50 / 134% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 166 (base 60) |
Dexterity | 89 (base 51) |
Constitution | 95 (base 60) |
Magic | 97 (base 60) |
Willpower | 72 (base 60) |
Cunning | 85 (base 60) |
Resources
Mana | 730/730 |
Negative | 186/209 |
Life | 1256/1256 |
Paradox | 300 |
Hate | 60/120 |
Psi | 114/114 |
Vim | 266/266 |
Positive | 170/194 |
Stamina | 457/457 |
Healing Factor | 1.2788316407302 |
Regeneration | 20.701779914729 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 204 |
Accuracy | 63 |
Crit Chance | 65% |
APR | 56 |
Speed | 0.90 |
Offense: Offhand
Damage | 160 |
Accuracy | 63 |
Crit Chance | 66% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Blight | +19% |
Arcane | +8% |
Cold | +5% |
All | 0% |
Darkness | +31% |
Lightning | +17% |
Light | +3% |
Temporal | +3% |
Sound | +12% |
Physical | +10% |
Fire | +27% |
Nature | +3% |
Offense: Damage Penetration
Darkness | +19% |
Light | +5% |
Temporal | +35% |
Sound | +12% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 36.352434750675 (74.117647058824%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 83 |
Spell Save | 60 |
Mental Save | 61 |
Defense: Resistances
Acid | + 20%( 70%) |
Cold | + 24%( 70%) |
All | + 15%( 70%) |
Mind | + 18%( 70%) |
Lightning | + 40%( 70%) |
Light | + 28%( 70%) |
Temporal | + 66%( 70%) |
Sound | + 30%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 30%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Pinning Resistance | 70% |
Silence Resistance | 22% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 866 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 228 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Gifts | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Magical Fundamentals | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Sholtar | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Night | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Lacerating Strikes |
talent | Charged Shield |
talent | Phase Pulse |
talent | Weapon of Light |
talent | Deflection |
talent | Eldritch Aura |
talent | Shielding |
talent | Beyond the Flesh |
talent | Aura of Protection |
talent | Disciple of Dusk |
talent | Forge Shield |
talent | Kinetic Shield |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Elemental Discord |
talent | Close Combat Management |
talent | Second Life |
talent | Ruin |
talent | Telekinetic Focus |
talent | Weapon Folding |
beneficial effect | Parrying melee attacks: Has a 75% chance to deflect up to 39 damage from the next 2.1 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Parrying melee attacks: Has a 76% chance to deflect up to 39 damage from the next 2.1 attack(s). Parrying |
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. They asked about the staff. | active |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Isluth the white wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 Strength by +2. | done |
You failed to protect the lost warrior from death by Aerarith the master vampire. Escort: lost warrior (level 6 of Dreadfell) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 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: 402. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. | 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 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Base power: 49.0 - 78.4 Uses stats: 77% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Requires: Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 3.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 539.53 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Light source | Darkstormer's Light Darkstormer's LightPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +8 Mag Changes resistances: +9% lightning / +10% cold / +15% light / +10% temporal Changes damage: +14% darkness Damage affinity(heal): +5% darkness Talent mastery: +0.20 Spell / Storm Walker Reduces incoming crit damage: 10.00% Spellpower: +17 (+5 eff.) Light radius: +11 Infravision radius: +7 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 6.0 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 285.96 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 | Lightshear the elven-silk wizard hat (3 def, 0 armour) Lightshear the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +4 Wil Changes resistances: +25% darkness Changes resistances penetration: +5% light Changes damage: +6% acid / +3% temporal / +17% darkness / +5% lightning / +5% cold / +9% fire / +8% arcane / +3% light Mindpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
On feet | blightbringer's pair of drakeskin leather boots of void walking (0 def, 5 armour) blightbringer's pair of drakeskin leather boots of void walking (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Mag Changes resistances: +30% darkness / +17% temporal Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +10% acid / +9% blight Disease immunity: +50% Spellpower: +9 (+3 eff.) Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% A pair of boots made of leather. |
Tool | Tarresus [power 14] (6 cooldown) Tarresus [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 physical Changes resistances: +3% mind / +6% acid Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Talent cooldown: Volcano (-2 turns) Talents granted: +5 Void Blast +1 Ward +5 Volcano Physical save: +15 (+3 eff.) Mental save: +20 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you, dispelling darkness (radius 14, power 88 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | pixie's gold ring of blinding strikes pixie's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 38 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 23 light Changes stats: +4 Cun / +3 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | Islildawen IslildawenPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances penetration: +15% temporal Mental save: +5 (+1 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Life regen: +0.90 Equilibrium when hit: +0.04 Spellpower: +7 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +20 Rings can have magical properties. |
Around neck | gold amulet 'Shockransom' gold amulet 'Shockransom'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8 arcane Changes resistances: +18% sound / +21% lightning Changes damage: +10% blight / +8% fire Critical mult.: +12.00% Physical save: +15 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+4 eff.) Silence immunity: +22% Spellpower: +7 (+2 eff.) Melody when hit: +1.60 Amulets can have magical properties. |
In main hand | voratun waraxe 'Curemoon' (42-58.8 power, 21 apr) voratun waraxe 'Curemoon' (42-58.8 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 60% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * Slows global speed by 20% * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +60% Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +18 shocking sound When wielded/worn: Damage (Melee): 12 nature / 12 arcane Damage when hit (Melee): 4 arcane Changes resistances: +3% nature Changes resistances penetration: +12% sound Changes damage: +3% nature One-handed war axes. |
Around waist | drakeskin leather belt 'Muckking' drakeskin leather belt 'Muckking'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +15.0% Defense: +22 (+5 eff.) Damage when hit (Melee): 8 physical Changes stats: +6 Dex / +2 Mag / +2 Wil / +6 Cun / +6 Con Changes resistances penetration: +20% nature Critical mult.: +10.00% Stealth bonus: +15 Mental save: +15 (+4 eff.) Maximum life: +130.00 Maximum mana: +66.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +32.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +32.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
In off hand | chilling stralite dagger of rage (29-37.7 power, 9 apr) chilling stralite dagger of rage (29-37.7 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 27% Wil, 50% Mag, 27% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 cold This is a bardic weapon. When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +5 Str Changes damage: +10% physical Stamina when hit: +2.00 Sharp, short and deadly. |
Cloak | Porirama (14 def, 7 armour) Porirama (14 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +14 (+3 eff.) Changes stats: +1 Dex / +7 Mag / +1 Wil Changes resistances: +20% darkness / +17% temporal Changes damage: +12% lightning / +12% sound Grants telepathy: Demon/Minor Demon/Major Physical save: +17 (+4 eff.) Spell save: +48 (+12 eff.) Mental save: +16 (+4 eff.) Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Defense after a teleport: +14 Resist all after a teleport: +14% New effects duration reduction after a teleport: +17% Maximum melody: +19.00 It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating drakeskin leather armour of the void (5 def, 8 armour) rejuvenating drakeskin leather armour of the void (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 7 darkness Changes resistances: +12% darkness / +16% temporal Life regen: +5.10 Stamina each turn: +1.00 Defense after a teleport: +22 Resist all after a teleport: +24% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 472) healing infusion of the warrior (heal 472)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 472 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (798% speed; 5 turns) movement infusion of the warrior (798% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
duelist's hardened leather armour of the deep (9 def, 17 armour) duelist's hardened leather armour of the deep (9 def, 17 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +17 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +8 Cun / +6 Dex Changes resistances: +11% acid / +11% cold Allows you to breathe in: water A suit of armour made of leather. |
Arcpall (dig speed 16 turns) Arcpall (dig speed 16 turns)Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 12 mind Changes stats: +2 Str / +4 Wil / +2 Cun Changes resistances: +9% lightning / +8% physical Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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, costing 202 power out of 365/400. 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. |
Achievements
By Voidhopper the Sholtar Adventurer level 32
39th Dusk 122nd year of Ascendancy at 23:11 see stats
By Voidhopper the Sholtar Adventurer level 49
57th Haze 122nd year of Ascendancy at 05:53 see stats
By Voidhopper the Sholtar Adventurer level 26
38th Dusk 122nd year of Ascendancy at 18:41 see stats
By Voidhopper the Sholtar Adventurer level 8
3rd Summertide 122nd year of Ascendancy at 00:29 see stats
By Voidhopper the Sholtar Adventurer level 42
54th Haze 122nd year of Ascendancy at 23:13 see stats
By Voidhopper the Sholtar Adventurer level 36
56th Dusk 122nd year of Ascendancy at 04:01 see stats
By Voidhopper the Sholtar Adventurer level 32
39th Dusk 122nd year of Ascendancy at 22:48 see stats
By Voidhopper the Sholtar Adventurer level 10
3rd Flare 122nd year of Ascendancy at 08:52 see stats
By Voidhopper the Sholtar Adventurer level 20
33rd Dusk 122nd year of Ascendancy at 12:41 see stats
By Voidhopper the Sholtar Adventurer level 30
39th Dusk 122nd year of Ascendancy at 16:13 see stats
By Voidhopper the Sholtar Adventurer level 40
43rd Haze 122nd year of Ascendancy at 09:39 see stats
By Voidhopper the Sholtar Adventurer level 50
57th Haze 122nd year of Ascendancy at 05:53 see stats
By Voidhopper the Sholtar Adventurer level 32
45th Dusk 122nd year of Ascendancy at 19:55 see stats
By Voidhopper the Sholtar Adventurer level 21
34th Dusk 122nd year of Ascendancy at 06:51 see stats
By Voidhopper the Sholtar Adventurer level 32
39th Dusk 122nd year of Ascendancy at 23:11 see stats
By Voidhopper the Sholtar Adventurer level 11
10th Flare 122nd year of Ascendancy at 10:58 see stats
By Voidhopper the Sholtar Adventurer level 32
39th Dusk 122nd year of Ascendancy at 23:11 see stats
By Voidhopper the Sholtar Adventurer level 34
46th Dusk 122nd year of Ascendancy at 12:39 see stats
By Voidhopper the Sholtar Adventurer level 11
1st Dusk 122nd year of Ascendancy at 22:05 see stats
By Voidhopper the Sholtar Adventurer level 32
40th Dusk 122nd year of Ascendancy at 00:32 see stats
By Voidhopper the Sholtar Adventurer level 22
34th Dusk 122nd year of Ascendancy at 22:41 see stats
By Voidhopper the Sholtar Adventurer level 47
57th Haze 122nd year of Ascendancy at 04:20 see stats
Log
Voidhopper drops on the floor: Tree of Life.
Your Tree of Life is magically sorted by the storage room.
You are now inscribed with Rune: Teleportation.
You have no more teleportation rune of the warrior (range 228).
Talent Rune: Teleportation is ready to use.
There is a teleportation circle to the surface here (press '' or right click to use).
Voidhopper deactivates Elemental Discord.
Voidhopper deactivates Beyond the Flesh.
Voidhopper deactivates Phase Pulse.
Voidhopper deactivates Kinetic Shield.
Voidhopper deactivates Lacerating Strikes.
Voidhopper deactivates Deflection.
Voidhopper deactivates Shielding.
Voidhopper deactivates Eldritch Aura.
Voidhopper deactivates Weapon Folding.
Voidhopper deactivates Ruin.
Voidhopper deactivates Second Life.
Voidhopper deactivates Forge Shield.
Voidhopper deactivates Weapon of Wrath.
Voidhopper deactivates Close Combat Management.
Voidhopper deactivates Aura of Protection.
Voidhopper deactivates Charged Shield.
Voidhopper deactivates Disciple of Dusk.
Voidhopper deactivates Telekinetic Focus.
Voidhopper deactivates Augmentation.
Voidhopper deactivates Weapon of Light.