








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. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. 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. Zephyr 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. 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: 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. 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. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Harbinger 1.5.5 Afflicted Dars 1.5.5Dars subclss for afflicted 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. 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. 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 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. Dreamelf 1.5.5 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. Additional Randart Properties 1.5.5 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. 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 | Cornac |
Class | Adventurer |
Level / Exp | 50 / 4395% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 186 (base 60) |
Dexterity | 101 (base 60) |
Constitution | 121 (base 60) |
Magic | 67 (base 48) |
Willpower | 72 (base 60) |
Cunning | 76 (base 60) |
Resources
Mana | 679/704 |
Psi | 31/72 |
Life | 1651/1651 |
Paradox | 300 |
Stamina | 377/377 |
Hate | 85/104 |
Healing Factor | 2.5 |
Regeneration | 145.19525853071 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +105.21134272266% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 70.100471308951 |
See Invisible | 75.100471308951 |
Offense: Barehand
Damage | 155 |
Accuracy | 65 |
Crit Chance | 50% |
APR | 39 |
Speed | 0.80 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +40% |
Temporal | +19% |
Physical | +53% |
Nature | +14% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Physical | +56% |
Temporal | +9% |
Defense: Base
Armour (hardiness) | 67.541123574197 (99.117647058824%) |
Defense | 70 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 67 |
Mental Save | 63 |
Defense: Resistances
Nature | + 55%( 70%) |
Acid | + 42%( 70%) |
Physical | + 21%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 20%( 70%) |
Sound | + 29%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 27% |
Pinning Resistance | 70% |
Knockback Resistance | 100% |
Confusion Resistance | 35% |
Fear Resistance | 60% |
Stun Resistance | 65% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
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 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Squire | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Martial Arts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Pugilism | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 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 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Lacerating Strikes |
talent | Striking Stance |
talent | Apply Poison |
talent | Forge Shield |
talent | Deflection |
talent | Beyond the Flesh |
talent | Aura of Protection |
talent | Volatile Poison |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Measured Blows |
talent | Augmentation |
talent | Skate |
talent | Leeching Poison |
talent | Gloom |
talent | Charged Shield |
talent | Chant of Fortress |
detrimental effect | The target has been shocked by sound waves, losing half of its stun, confusion and bleed resistances. Soundshocked |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 31.71, and stamina regeneration by 6.34. Bloodbath |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+19). Continuum Destabilization |
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. | 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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Mayugatha the master vampire. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by The One. Escort: injured seer (level 4 of Dreadfell) | failed |
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 failed to protect the lone alchemist from death by emperor wight. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 2 of Norgos Lair. Escort: wandering musician (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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: 631. | 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 |
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. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 within8 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. * Find a Resonating Diamond. | active |
Equipment
Psionic focus | ![]() 0.00 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. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Light radius: +6 See stealth: +9 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Armour: +6 Defense: +2 (+1 eff.) Changes damage: +24% physical Physical save: +30 (+6 eff.) Stamina each turn: +0.60 Equilibrium when hit: +2.10 Psi when hit: +1.20 Hate when hit: +1.80 A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage (Melee): 8 arcane Changes resistances: +6% arcane Maximum wards: +1 lightning / +2 temporal / +3 blight / +2 fire / +3 cold Changes damage: +15% acid Talent cooldown: Strike (-1 turn) Talents granted: +1 Ward +3 Strike It can be used to disarm traps (57 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 18% chance to blind Damage (Melee): 22 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 20 light Changes stats: +5 Str / +5 Con Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +4 Physical power: +8 (+1 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +32% acid / +28% nature Changes damage: +16% acid / +14% nature Life regen: +0.60 Maximum stamina: +10.00 Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +21 Defense: +15 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str Changes resistances penetration: +20% physical Changes damage: +22% physical Reduced damage from: +45% Summoned Physical save: +21 (+4 eff.) Maximum life: +50.00 A belt that goes around your waist. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 16 fire Changes stats: +5 Mag Changes resistances penetration: +9% temporal / +8% physical Changes damage: +11% temporal / +7% physical Physical save: +30 (+6 eff.) Stamina each turn: +0.40 Healing mod.: +20% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Armour Hardiness: +10% Fatigue: +3% Damage when hit (Melee): 16 acid Changes damage: +9% acid Reduces incoming crit damage: 15.00% Mental save: +30 (+8 eff.) Blindness immunity: +20% Disease immunity: +25% Life regen: +3.10 Healing mod.: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Requires: Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Damage (Melee): 14 temporal / 12 fire Damage (Ranged): 13 temporal Changes resistances: +9% temporal Changes damage: +8% temporal When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 84% Wil, 24% Cun, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 167% On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 mind Burst (radius 2) on crit: +8 fire / +8 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +19% nature / +15% blight Changes resistances penetration: +10% arcane Physical save: +19 (+4 eff.) Spell save: +24 (+6 eff.) Mental save: +21 (+5 eff.) Life regen: +2.70 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Healing mod.: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Talent on hit(spell): Invoke Darkness (5% chance level 1). A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 24 mind Damage when hit (Melee): 16 temporal Changes resistances: +16% sound Silence immunity: +27% Hate when firing a critical mind attack: +4.00 Hate per kill: +4.00 Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Melody when hit: +1.30 Amulets can have magical properties. |
Inventory
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1251% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 967 life over 5 turns. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 847 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +36% sound Changes damage: +18% sound Mindpower: +8 (+2 eff.) Rings can have magical properties. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Temporal Bolt (5% chance level 2). Damage (Melee): +8 lightning / +16 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage (Melee): 35 fire / 12 temporal Maximum wards: +3 darkness Changes resistances penetration: +10% temporal Changes damage: +30% darkness / +3% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +34.00% Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Spellpower: +25 (+8 eff.) Spell crit. chance: +11% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.5 - 72.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Slime Spit (5% chance level 1). When this weapon hits: Swallow (5% chance level 1). On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Lifesteal (this weapon only): +6% Burst (radius 2) on crit: +25 ice When wielded/worn: Armour: +15 Changes resistances: +3% temporal / +6% fire Changes resistances penetration: +15% cold Changes damage: +3% darkness Stealth bonus: +10 One-handed war axes. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +6% cold Allows you to breathe in: water A cap made of leather. |
![]() Requires: Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +5 Cun / +1 Str Changes resistances penetration: +20% mind Changes damage: +6% mind Grants telepathy: Dragon Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 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: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 101 power out of 343/400. 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. |
![]() 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), 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 The One the Cornac Adventurer level 48
45th Dusk 122nd year of Ascendancy at 11:32 see stats
By The One the Cornac Adventurer level 32
25th Dusk 122nd year of Ascendancy at 00:54 see stats
By The One the Cornac Adventurer level 47
43rd Dusk 122nd year of Ascendancy at 14:14 see stats
By The One the Cornac Adventurer level 50
61st Dusk 122nd year of Ascendancy at 08:11 see stats
By The One the Cornac Adventurer level 50
56th Dusk 122nd year of Ascendancy at 19:54 see stats
By The One the Cornac Adventurer level 7
79th Pyre 122nd year of Ascendancy at 06:38 see stats
By The One the Cornac Adventurer level 50
53rd Dusk 122nd year of Ascendancy at 13:15 see stats
By The One the Cornac Adventurer level 50
62nd Dusk 122nd year of Ascendancy at 20:10 see stats
By The One the Cornac Adventurer level 40
35th Dusk 122nd year of Ascendancy at 10:15 see stats
By The One the Cornac Adventurer level 32
24th Dusk 122nd year of Ascendancy at 23:53 see stats
By The One the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 01:09 see stats
By The One the Cornac Adventurer level 20
9th Dusk 122nd year of Ascendancy at 12:27 see stats
By The One the Cornac Adventurer level 30
24th Dusk 122nd year of Ascendancy at 09:27 see stats
By The One the Cornac Adventurer level 40
35th Dusk 122nd year of Ascendancy at 00:13 see stats
By The One the Cornac Adventurer level 50
52nd Dusk 122nd year of Ascendancy at 00:54 see stats
By The One the Cornac Adventurer level 42
36th Dusk 122nd year of Ascendancy at 21:58 see stats
By The One the Cornac Adventurer level 17
1st Dusk 122nd year of Ascendancy at 22:46 see stats
By The One the Cornac Adventurer level 50
53rd Dusk 122nd year of Ascendancy at 14:15 see stats
By The One the Cornac Adventurer level 32
25th Dusk 122nd year of Ascendancy at 00:54 see stats
By The One the Cornac Adventurer level 8
5th Mirth 122nd year of Ascendancy at 16:55 see stats
By The One the Cornac Adventurer level 32
25th Dusk 122nd year of Ascendancy at 00:54 see stats
By The One the Cornac Adventurer level 12
10th Mirth 122nd year of Ascendancy at 13:16 see stats
By The One the Cornac Adventurer level 38
34th Dusk 122nd year of Ascendancy at 08:28 see stats
By The One the Cornac Adventurer level 17
2nd Dusk 122nd year of Ascendancy at 04:14 see stats
By The One the Cornac Adventurer level 45
42nd Dusk 122nd year of Ascendancy at 06:06 see stats
Log
You gain 3.30 gold from the transmogrification of ranger's drakeskin leather sling.
You gain 9.75 gold from the transmogrification of truestriking voratun rapier of rage (39-54.6 power, 7 apr).
You gain 4.30 gold from the transmogrification of quick stralite longsword (35-49 power, 5 apr).
You gain 5.64 gold from the transmogrification of insidious voratun greatsword of massacre (85-136 power, 4 apr).
You gain 9.18 gold from the transmogrification of elemental dwarven-steel greatsword of crippling (35.5-56.8 power, 2 apr).
You gain 7.56 gold from the transmogrification of chilling voratun greatsword of shearing (62-99.2 power, 4 apr).
You gain 11.82 gold from the transmogrification of balanced voratun battleaxe of the mystic (59-88.5 power, 4 apr).
You gain 6.86 gold from the transmogrification of arcing voratun battleaxe of vileness (58.5-87.75 power, 4 apr).
You gain 3.39 gold from the transmogrification of arcing voratun battleaxe of massacre (80-120 power, 4 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
The One deactivates Apply Poison.
The One is not soundshocked anymore.
The One no longer revels in blood quite so much.
The One deactivates Skate.
The One deactivates Volatile Poison.
The One deactivates Aura of Protection.
The One deactivates Energy Decomposition.
The One deactivates Leeching Poison.
The One deactivates Deflection.
The One deactivates Kinetic Shield.
The One deactivates Charged Shield.
The One deactivates Striking Stance.
The One deactivates Beyond the Flesh.
The One deactivates Gloom.
The One deactivates Augmentation.
The One deactivates Chant of Fortress.
The One deactivates Lacerating Strikes.
The One deactivates Forge Shield.
The One deactivates Measured Blows.