Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! 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. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Generic Ranged Training 1.4.0Adds a generic ranged training tree to the game. Archers start with it unlocked, all other classes can purchase it from an archery trainer in Elvala. Basic Ranged Mastery applies to all ranged weapons, but is weaker than more specialized masteries to compensate. 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 Roguelike |
Sex | Male |
Race | Wight |
Class | Cursed |
Level / Exp | 94 / 92% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 215 (base 100) |
Dexterity | 281 (base 100) |
Constitution | 194 (base 100) |
Magic | 280 (base 100) |
Willpower | 309 (base 100) |
Cunning | 173 (base 100) |
Resources
Hate | 87/110 |
Equilibrium | 0 |
Life | 8704/8704 |
Stamina | 1226/1226 |
Psi | 1045/1069 |
Healing Factor | 2.4782034954115 |
Regeneration | 288.09115634159 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +484.36369816115% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 90 |
Infravision | 47 |
See Stealth | 279.78234321514 |
See Invisible | 285.78234321514 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 2357 |
Accuracy | 201 |
Crit Chance | 136% |
APR | 99 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 703 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 102 (100%) |
Defense | 128 |
Ranged Defense | 132 |
Fatigue | 0 |
Physical Save | 92 |
Spell Save | 87 |
Mental Save | 160 |
Defense: Resistances
All | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 136.51 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 6 Cooldown: 21 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 609 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Dexterity 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 1022 damage for 4 turns. Its effects scale with your Willpower 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 30. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 84%, your defense is increased by 84 and all your resistances by 84%. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 32.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Predator | 15.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 70/5 |
Psionic / Absorption | 12.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Rampage | 15.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Strife | 7.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Endless hunt | 7.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Slaughter | 7.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Fears | 15.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 20.00 |
| 10/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Celestial / Chants | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Combat training | 17.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Undead / High Wight | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Psionic / Augmented mobility | 12.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Cursed / Cursed form | 30.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Technique / Conditioning | 20.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
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 |
Effects
talent | Daunting Presence |
talent | Stalk |
talent | Chant of Fortitude |
talent | Skate |
talent | Thermal Shield |
talent | Gloom |
talent | Cleave |
talent | Kinetic Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is hunting creatures of type / sub-type: demon / major with 52% effectiveness. Kills: 3 / 1 kills, Damage: +39% / +91%, Attack: +37 / +92, Stun: -- / 14.8%, Outmaneuver: 18.0% / 32.3% Predator |
beneficial effect | Fully absorbs 2 acid attacks. Ward |
beneficial effect | The target is mimicking a previous victim. (+13 Strength, +155 Dexterity, +160 Magic, +155 Willpower, +18 Cunning, +13 Constitution) Mimic |
Quests
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 61% of the way to your next Rank. You have killed: 22 Uniques 11 Bosses 9 Elite Bosses 6 Veterans 5 Heroics 5 Legends 1 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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: 32. | 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. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
Psionic focus | Abyssbore (86-129 power, 4 apr) Abyssbore (86-129 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Base power: 86.0 - 129.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 62 bleeding, 107% reduced healing Damage (Melee): +8 fire / +27 temporal / +28 nature / +23 cold Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +42 ice When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +20.0% Physical power: +21 (+1 eff.) Armour: +20 Defense: +20 (+3 eff.) Changes stats: +3 Wil Changes resistances: +6% fire Changes resistances penetration: +27% blight / +21% cold / +21% physical Changes damage: +12% mind / +21% physical Disarm immunity: +60% Equilibrium when hit: +0.16 Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed mauls. |
Light source | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | drakeskin leather cap 'Blazetrencher' (7 def, 14 armour) drakeskin leather cap 'Blazetrencher' (7 def, 14 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +13 Str / +8 Mag / +13 Wil / +4 Cun Changes resistances: +15% acid / +15% cold / +15% lightning / +13% fire / +15% mind / +7% all Changes resistances penetration: +15% mind Changes damage: +17% blight / +9% light / +12% mind / +16% arcane Physical save: +15 (+3 eff.) Stamina when hit: +3.00 Equilibrium when hit: +3.00 Spell crit. chance: +5% Mindpower: +5 (+0 eff.) Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2173.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On feet | Drylahell the Ravenrazor (10 def, 15 armour) Drylahell the Ravenrazor (10 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +15 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -16% Effects on melee hit: * 10% chance to disease * 15% chance to inflict 15% damage reduction * 30% chance to blind Damage when hit (Melee): 12 blight Changes stats: +4 Str / +4 Mag / +3 Wil / +4 Con Changes resistances: +6% blight / +27% fire / +12% darkness / +28% cold Changes resistances penetration: +15% blight Changes damage: +3% darkness Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Stamina each turn: +0.70 Maximum life: +53.00 Light radius: +2 Infravision radius: +3 Movement speed: +10% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 1 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | dragonbone totem of thorny skin 'Urekath' [power 90] (1 cooldown) dragonbone totem of thorny skin 'Urekath' [power 90] (1 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Changes resistances: +6% mind Maximum wards: +5 acid / +5 nature / +5 light Changes damage: +6% acid Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-4 turns) Talents granted: +1 Invoke Tentacle +17 Rushing Claws +1 Ward Physical save: +10 (+2 eff.) Poison immunity: +5% Disarm immunity: +15% Pinning immunity: +25% Stun/Freeze immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ce'Nayawen the steel ring Ce'Nayawen the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +10 Defense: +20 (+3 eff.) Damage when hit (Melee): 16 mind Changes stats: +7 Dex / +6 Wil / +18 Cun Changes resistances: +9% nature / +9% blight Changes damage: +9% arcane Grants telepathy: Dragon Mental save: +29 (+3 eff.) Poison immunity: +18% Disease immunity: +18% Disarm immunity: +32% Confusion immunity: +32% Pinning immunity: +28% Knockback immunity: +32% Life regen: +1.10 Equilibrium when hit: +0.12 Maximum life: +86.00 Mindpower: +26 (+1 eff.) Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 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. |
On fingers | Brodista the Fogstreaker Brodista the FogstreakerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +15 (+1 eff.) Defense: +31 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom * 15% chance to inflict 15% damage reduction Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +12 Str / +21 Cun / +15 Con Changes resistances: +29% blight / +34% lightning / +30% nature / +40% acid Changes damage: +20% acid / +17% lightning Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +9.00% Spell save: +20 (+4 eff.) Poison immunity: +55% Disease immunity: +54% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +47% Life regen: +0.40 Stamina each turn: +0.60 Hate when firing a critical mind attack: +3.00 Maximum life: +55.00 Maximum stamina: +40.00 Maximum hate: +10.00 See invisible: +6 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 2 cooldown : Effective talent level: 4.0 Power cost: 2 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Around neck | Smearusher the copper amulet Smearusher the copper amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Fatigue: -5% Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Damage (Melee): 7 darkness / 7 light Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 7% chance to blind Damage when hit (Melee): 4 lightning / 16 darkness / 28 nature Changes stats: +5 Str / +6 Dex / +8 Mag / +6 Wil Changes resistances: +9% lightning / +15% darkness / +3% nature Changes damage: +10% acid / +7% light / +10% cold / +14% blight / +24% fire / +10% lightning / +19% darkness Critical mult.: +36.00% Teleport immunity: +100% Life regen: +1.70 Spellpower: +22 (+4 eff.) Spell crit. chance: +8% It can be used to teleport you randomly (rad 117), putting all charms on cooldown for 1 turns. Amulets can have magical properties. |
In main hand | Zuboyara the Abyssreeve (78.5-117.75 power, 4 apr) Zuboyara the Abyssreeve (78.5-117.75 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 42% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 acid When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +20 Physical crit. chance: +16.0% Damage when hit (Melee): 12 fire Changes resistances: +15% fire Changes resistances penetration: +10% acid / +21% physical / +20% darkness / +5% fire / +21% mind Changes damage: +12% acid Massive two-handed battleaxes. |
On hands | Blazequench (9 def, 24 armour) Blazequench (9 def, 24 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +24 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 36% chance to blind Damage (Melee): 15 physical Changes stats: +5 Str / +4 Wil / +14 Con Changes resistances: +6% acid Changes damage: +7% physical Talent mastery: +0.20 Technique / Grappling Physical save: +40 (+8 eff.) Spell save: +9 (+1 eff.) Mental save: +50 (+5 eff.) Disarm immunity: +149% Life regen: +7.90 Stamina each turn: +3.30 Maximum life: +160.00 Maximum stamina: +79.00 Light radius: +3 Healing mod.: +10% When used to modify unarmed attacks: Base power: 46.0 - 50.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Slumber (20% chance level 5). On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +29 physical Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +12 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Rhilar the Glowsweeper Rhilar the GlowsweeperInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +17 (+1 eff.) Fatigue: -4% Changes stats: +3 Cun / +3 Dex Changes resistances: +15% fire / +9% light / +14% cold Changes resistances penetration: +10% light / +15% mind Changes damage: +3% light / +9% mind Reduced damage from: +45% Summoned Grants telepathy: Demon/Minor Demon/Major Critical mult.: +38.00% Physical save: +13 (+3 eff.) Life regen: +5.90 Maximum life: +55.00 Mindpower: +11 (+1 eff.) Infravision radius: +1 Healing mod.: +50% A belt that goes around your waist. |
Cloak | Breezeenvy the cashmere cloak (2 def, 0 armour) Breezeenvy the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +15% nature / +5% arcane Changes damage: +3% nature / +15% arcane Physical save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +41.00 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 'Flashlace' (28 def, 23 armour) drakeskin leather armour 'Flashlace' (28 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +16.0% Physical power: +10 (+0 eff.) Armour: +23 Defense: +28 (+4 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 16 fire / 14 light / 8 darkness Changes stats: +10 Str / +10 Dex / +11 Wil / +9 Cun Changes resistances: +29% physical / +33% darkness / +33% blight / +30% fire / +10% mind Changes resistances penetration: +15% blight / +30% fire Changes damage: +15% fire Critical mult.: +17.00% Physical save: +20 (+4 eff.) Mental save: +50 (+5 eff.) Stamina each turn: +1.50 Maximum life: +60.00 Light radius: +2 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 2 cooldown : Effective talent level: 5.0 Power cost: 2 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 691 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Naleg the Lightclash (39-54.6 power, 6 apr) Naleg the Lightclash (39-54.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 30% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +23 blight / +8 light / +20 arcane Burst (radius 1) on hit: +4 arcane / +11 fire When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +10 Physical crit. chance: +30.0% Defense: +12 (+2 eff.) Damage when hit (Melee): 12 mind / 8 light Changes stats: +7 Str Changes damage: +15% physical / +9% light / +12% mind Grants telepathy: Dragon Critical mult.: +18.00% Disarm immunity: +50% Stamina when hit: +2.30 Heals friendly targets nearby when you use a nature summon: +10 One-handed war axes. |
Blazenight the beasthide leather whip (43.5-52.2 power, 3 apr) Blazenight the beasthide leather whip (43.5-52.2 power, 3 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 4 Base power: 43.5 - 52.2 Uses stats: 40% Wil, 50% Mag, 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 125% On weapon hit: * 30% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +17 temporal / +16 blight / +17 nature / +21 mind Burst (radius 1) on hit: +4 lightning / +8 temporal Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +39 Physical crit. chance: +37.0% Changes stats: +1 Str / +5 Wil / +6 Cun Changes resistances: +9% blight / +3% temporal / +3% lightning Changes resistances penetration: +13% fire / +21% physical Changes damage: +13% physical Critical mult.: +18.00% Reduces incoming crit damage: 10.00% Global speed: +5% Long and lethal. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). When this weapon hits: Destroy Magic (100% chance level 4). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
142 alchemist agate 142 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. |
2 opal 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Zenaridar the iron pickaxe (dig speed 16 turns) Zenaridar the iron pickaxe (dig speed 16 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 physical Changes stats: +4 Str / +2 Wil Changes resistances penetration: +12% physical Physical save: +6 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +45.00 Maximum stamina: +20.00 Spell crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 4 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 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. |
Rod of Recall (50/50) Rod of Recall (50/50)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 8 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
3 citrine 3 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. |
5 zircon 5 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
By Zendur the Wight Cursed level 17
9th Mirth 122nd year of Ascendancy at 16:43 see stats
By Zendur the Wight Cursed level 13
3rd Mirth 122nd year of Ascendancy at 20:59 see stats
By Zendur the Wight Cursed level 89
10th Flare 122nd year of Ascendancy at 01:52 see stats
By Zendur the Wight Cursed level 93
10th Flare 122nd year of Ascendancy at 04:10 see stats
By Zendur the Wight Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Zendur the Wight Cursed level 20
6th Flare 122nd year of Ascendancy at 06:39 see stats
By Zendur the Wight Cursed level 30
8th Flare 122nd year of Ascendancy at 18:22 see stats
By Zendur the Wight Cursed level 40
8th Flare 122nd year of Ascendancy at 18:41 see stats
By Zendur the Wight Cursed level 50
8th Flare 122nd year of Ascendancy at 23:53 see stats
By Zendur the Wight Cursed level 16
3rd Mirth 122nd year of Ascendancy at 23:02 see stats
By Zendur the Wight Cursed level 12
74th Pyre 122nd year of Ascendancy at 15:54 see stats
By Zendur the Wight Cursed level 12
74th Pyre 122nd year of Ascendancy at 12:46 see stats
By Zendur the Wight Cursed level 12
75th Pyre 122nd year of Ascendancy at 13:45 see stats
By Zendur the Wight Cursed level 26
7th Flare 122nd year of Ascendancy at 14:11 see stats
By Zendur the Wight Cursed level 13
3rd Mirth 122nd year of Ascendancy at 20:59 see stats
By Zendur the Wight Cursed level 13
3rd Mirth 122nd year of Ascendancy at 20:59 see stats
Log
There is a teleportation circle to the surface here (press '' or right click to use).
Today is the 3rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:53.
There is a Teleportation portal to the Sher'Tul Fortress 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.
Saving game...
Saving done.
Saving game...
Saving done.
Zendur deactivates Thermal Shield.
Zendur deactivates Chant of Fortitude.
Zendur deactivates Daunting Presence.
Zendur deactivates Gloom.
Zendur deactivates Kinetic Shield.
Zendur's acid ward fades
Zendur deactivates Cleave.
Zendur deactivates Stalk.
Zendur deactivates Skate.