Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Embers of Rage 1.5.0Official 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:
Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Hulk! 1.4.8 Items Vault 1.4.8Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Feling |
| Class | Therian |
| Level / Exp | 37 / 35% |
| Size | big |
| Lifes / Deaths | no deaths recorded 17 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 109 (base 34) |
| Constitution | 57 (base 60) |
| Magic | 42 (base 40) |
| Willpower | 89 (base 60) |
| Cunning | 94 (base 34) |
Resources
| Life | 338174/338174 |
| Stamina | 118669/118671 |
| Equilibrium | 135 |
| Healing Factor | 2.5 |
| Regeneration | 49.124999999997 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +90.35971010503% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 2802 |
| Lite | 3548 |
| Infravision | 3733.9274875522 |
| See Stealth | 46526.593594402 |
| See Invisible | 26 |
| Stealth | 72 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 826 |
| Accuracy | 1879 |
| Crit Chance | 21837% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 367 |
| Accuracy | 1879 |
| Crit Chance | 21845% |
| APR | 42 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 791.5 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 1213 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Penetration
| All | +6513% |
Defense: Base
| Armour (hardiness) | 47177.660261069 (100%) |
| Defense | 1316 |
| Ranged Defense | 2114 |
| Fatigue | 0 |
| Physical Save | 1397 |
| Spell Save | 1135 |
| Mental Save | 1398 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
| Poison Resistance | 30% |
| Blind Resistance | 63% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Lumbering Beast | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-heart / Mighty Wings | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Heatstroke | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-child / Metal Rending | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-child / Fervency | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-heart / Savaging Claws | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Stinger | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Snarling Beast | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Fiery Breath | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Firestarter | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-heart / Bloodletting Beast | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Prudence | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Natural Combat | 100.00 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-child / Cold Blood | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Dragon Scales | 100.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Tyranny | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Burrowing Beast | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-heart / Hoarding Beast | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Feling | 5.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Regenerate | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Splitting Wounds |
| talent | Low Flight |
| talent | Range Amplification Device |
| talent | Skin Like Silk |
| talent | Elemental Harmony |
| talent | Swordbreaker |
| talent | Relief |
| talent | Ceaseless Blood |
| talent | Open Veins |
| talent | Antimagic Shield |
| talent | Scale Release |
| talent | Sovereign's Domain |
| talent | Recuperate |
| talent | Pernicious Needle |
| talent | Reverence |
| talent | Heatstroke |
| talent | Heavy Swing |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 992. | 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. You have been shown a secret entrance to his stronghold. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed honey tree root. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
Equipment
| On feet | Blazelash the pair of rough leather boots (11 def, 1 armour) Blazelash the pair of rough leather boots (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+1 eff.) Fatigue: +1% Changes resistances: +18% fire Changes resistances penetration: +5% fire Changes damage: +15% mind / +3% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Burnraider the quiver of ash arrows (19/19, 23-32.2 power, 7 apr) Burnraider the quiver of ash arrows (19/19, 23-32.2 power, 7 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to daze at end of turn * Slows global speed by 11% * 10% chance to create an air burst * leeches stamina from the target Travel speed: +200% Damage (Ranged): +17 insidious poison / +4 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Mayalrata MayalrataInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Changes stats: +4 Wil Changes resistances: +6% fire / +21% cold Critical mult.: +13.00% Blindness immunity: +29% Confusion immunity: +10% Light radius: +10 See stealth: +10 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Mardirek the Glareworm (0 def, 5 armour) Mardirek the Glareworm (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +10 Str / +4 Dex / +5 Cun Changes resistances: +15% nature / +3% darkness Changes resistances penetration: +15% light Spell save: +8 (+0 eff.) Maximum life: +72.00 Light radius: +3 Healing mod.: +24% A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 1544.76 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | voratun torque of psychoportation 'Adiwe' [power 61] (30 cooldown) voratun torque of psychoportation 'Adiwe' [power 61] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -6% Changes resistances: +15% lightning Maximum wards: +6 physical / +10 mind / +10 darkness Talents granted: +5 Telekinetic Blast +2 Ward Mental save: +30 (+0 eff.) Silence immunity: +10% Stun/Freeze immunity: +10% Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to teleport randomly (rad 61), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glowe the Shadowvalor Glowe the ShadowvalorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+0 eff.) Changes stats: +8 Dex / +2 Wil / +3 Cun / +3 Con Changes resistances: +13% nature / +9% blight Changes resistances penetration: +10% darkness / +15% arcane Critical mult.: +15.00% Spell save: +20 (+1 eff.) Poison immunity: +30% Disease immunity: +21% Maximum stamina: +34.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
| On fingers | stralite ring 'Aditha' stralite ring 'Aditha'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +33 (+0 eff.) Armour penetration: +11 Armour: +4 Defense: +7 (+1 eff.) Changes stats: +15 Cun / +13 Dex Changes resistances: +2% physical Disease immunity: +10% Silence immunity: +10% Only die when reaching: -40.00 life It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Brodukan the stralite amulet Brodukan the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Wil Changes resistances: +12% blight Changes resistances penetration: +5% acid / +5% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +22 (+0 eff.) Spell save: +22 (+1 eff.) Mental save: +22 (+0 eff.) Blindness immunity: +34% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
| In main hand | voratun waraxe 'Lightningwedge' (51-71.4 power, 6 apr) voratun waraxe 'Lightningwedge' (51-71.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 239 bleeding, 136% reduced healing Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 lightning Changes stats: +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +11% physical Changes damage: +15% physical One-handed war axes. |
| Around waist | Zorab ZorabInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +8% fire / +9% cold Changes resistances penetration: +10% mind Changes damage: +3% mind / +3% temporal Maximum life: +87.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
| Cloak | cashmere cloak 'Unlightvagrant' (2 def, 0 armour) cashmere cloak 'Unlightvagrant' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 darkness Changes stats: +4 Wil Changes resistances: +13% blight / +12% nature / +3% darkness Changes resistances penetration: +5% darkness Physical save: +10 (+0 eff.) Mental save: +15 (+0 eff.) Life regen: +1.80 Only die when reaching: -50.00 life Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Gilutar' (5 def, 8 armour) drakeskin leather armour 'Gilutar' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 19 physical Changes stats: +1 Con Changes resistances: +26% acid / +17% physical / +9% temporal / +12% blight / +20% fire / +18% lightning / +20% cold Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Spell save: +20 (+1 eff.) Mindpower: +15 (+0 eff.) A suit of armour made of leather. |
Inventory
movement infusion of the sneak (855% speed; 6 turns) movement infusion of the sneak (855% speed; 6 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 855% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
regeneration infusion of the duelist (heal 431 over 5 turns) regeneration infusion of the duelist (heal 431 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Dexterity 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. |
wild infusion of the psychic (resist 24%; cure magical) wild infusion of the psychic (resist 24%; cure magical)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: 15 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 effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
wild infusion of the psychic (resist 22%; cure mental) wild infusion of the psychic (resist 22%; cure mental)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
wild infusion of the psychic (resist 22%; cure mental) wild infusion of the psychic (resist 22%; cure mental)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
wild infusion of the warrior (resist 21%; cure physical) wild infusion of the warrior (resist 21%; cure physical)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: 13 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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
48 alchemist agate 48 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 255/400. 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Feiling Therian the Feling Therian level 24
12nd Dusk 122nd year of Ascendancy at 09:29 see stats
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Feiling Therian the Feling Therian level 11
1st Flare 122nd year of Ascendancy at 08:00 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Feiling Therian the Feling Therian level 28
16th Dusk 122nd year of Ascendancy at 10:15 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Feiling Therian the Feling Therian level 32
28th Dusk 122nd year of Ascendancy at 01:05 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Feiling Therian the Feling Therian level 36
51st Dusk 122nd year of Ascendancy at 11:40 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Feiling Therian the Feling Therian level 24
12nd Dusk 122nd year of Ascendancy at 09:08 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Feiling Therian the Feling Therian level 10
9th Mirth 122nd year of Ascendancy at 17:27 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Feiling Therian the Feling Therian level 20
6th Dusk 122nd year of Ascendancy at 08:01 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Feiling Therian the Feling Therian level 30
17th Dusk 122nd year of Ascendancy at 08:34 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Feiling Therian the Feling Therian level 3
75th Pyre 122nd year of Ascendancy at 11:51 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Feiling Therian the Feling Therian level 29
16th Dusk 122nd year of Ascendancy at 15:21 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Feiling Therian the Feling Therian level 3
74th Pyre 122nd year of Ascendancy at 16:21 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Feiling Therian the Feling Therian level 3
74th Pyre 122nd year of Ascendancy at 16:21 see stats
Tales of the Spellblaze (Madness (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Feiling Therian the Feling Therian level 24
12nd Dusk 122nd year of Ascendancy at 09:29 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Feiling Therian the Feling Therian level 9
78th Pyre 122nd year of Ascendancy at 04:22 see stats
The Restless Dead (Madness (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Feiling Therian the Feling Therian level 35
51st Dusk 122nd year of Ascendancy at 05:36 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Feiling Therian the Feling Therian level 3
74th Pyre 122nd year of Ascendancy at 16:21 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Feiling Therian the Feling Therian level 19
4th Dusk 122nd year of Ascendancy at 18:23 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Feiling Therian the Feling Therian level 14
5th Flare 122nd year of Ascendancy at 00:07 see stats
Log
Feiling Therian activates Scale Release.
Feiling Therian deactivates Heavy Swing.
Feiling Therian activates Heavy Swing.
Feiling Therian deactivates Skin Like Silk.
Feiling Therian activates Skin Like Silk.
Feiling Therian deactivates Reverence.
Feiling Therian activates Reverence.
Feiling Therian deactivates Heatstroke.
Feiling Therian activates Heatstroke.
Feiling Therian deactivates Sovereign's Domain.
Feiling Therian activates Sovereign's Domain.
There is a Long road to the Tempest Peak here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Feiling Therian deactivates Heatstroke.
Feiling Therian deactivates Low Flight.
Feiling Therian deactivates Recuperate.
Feiling Therian deactivates Relief.
Feiling Therian deactivates Splitting Wounds.
Feiling Therian deactivates Open Veins.
Feiling Therian deactivates Skin Like Silk.
Feiling Therian deactivates Scale Release.
Feiling Therian deactivates Range Amplification Device.
Feiling Therian deactivates Elemental Harmony.
Feiling Therian deactivates Antimagic Shield.
Feiling Therian deactivates Ceaseless Blood.
Feiling Therian deactivates Reverence.
Feiling Therian deactivates Heavy Swing.
Feiling Therian deactivates Sovereign's Domain.
Feiling Therian deactivates Swordbreaker.
Feiling Therian deactivates Pernicious Needle.
