











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Doctornull's Ego Pack 1.1.6Not complete. Please don't use yet unless you want to beta-test an incomplete addon. Contains replacements for existing egos. Details here: Summary: Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Timeshaper Class 1.7.4Timeshapers are a variant of Paradox Mage that start off weaker on offence, but stronger on defence. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.7.0Modifies 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 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Damblis Race 1.7.6Adds the Damblis, a race of humans developed during the Age of Allure, though not as well known as the Higher. During the heights of human and halfing power, many nobles sought entertainments of all variety: comical, martial... sensual. One particualr noble house began to curate beauty and charisma among their subjects, using any means they could, leading to the creation of the Damblis humans. While the details of the process that led to their refinement are unknown, the results were unquestionable: a breed of humans possessing unmatched beauty and charm, able to beguile any who so much as looked upon them. Some say their allure goes beyond mere physical beauty and swear they entrance others by caressing their inner thoughts with mental powers beyond understanding. 1. Dressed to Kill: Once per turn when an enemy sees you they must save against your mindpower or suffer mind damage. The damage can not be reduced by mental save and can be a mental critical hit. Your mindpower for this check is boosted based on your equipped rings, necklace, and belt. Enemies of rank Normal and lower will simply die instead of taking damage. 2. Stunning Looks: Enemies within a cone with a radius equal to your vision range must make a physical save against your mindpower or become stunned for several turns. 3. Irresistible: Enemies who can see you but are not adjacent to you suffer from a stacking affliction which reduces their saves, defense, and resistance to all damage. 4. Take it Off: All enemies who can see you when you sustain this talent will suffer from talent failure chance so long as they can still see you and you continue to sustain the talent. Requires a belt. Full details on the forum page. Mage Knight 1.7.0Adds 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. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
Godmode Merchant
Infinite Dungeon Merchants***It is recommended that you deactivate 'Infinite Dungeon' Merchants if playing the Spell Merchants version! If you choose to ignore this warning, you will die... alot!*** If you like this addon please consider rating it :) Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Rocketman Gear Pack 1.7.6Un-ego'd gear that can be upgraded! Soon to be expanded with custom art and more items.. Adds sunstone gear to the game, and a new type of ego based off of crystal hearts! The art is not finished yet, but as is there are several character sprites to choose from along with sprites for the chest armor, swords, and sun crystals. Sunstone is an armor type that provides bonuses to max life, blight and darkness resistance at the expense of being ravaged by acid. Sunstone weapons provide damage conversion, and a slight bonus to penetration of their element. And lastly, sun stones/crystals upgrade gear of white/green quality to artifact status. Increasing their armor and light/nature damage. In addition to providing some light damage on hit. (soon to be split into mossy (nature) and regular (light) variants. Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! |
Campaign | quick |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Earth Knight |
Level / Exp | 50 / 5496% |
Size | medium |
Lifes / Deaths | Killed by Ianovur the dolleg at level 35 on the 51st Quantumnal 1337th year of Ascendancy at 13:58 4 / 3Killed by Vor, Grand Geomancer of the Pride at level 50 on the 68th Quantumnal 1337th year of Ascendancy at 02:46 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 68th Quantumnal 1337th year of Ascendancy at 03:45 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 42 (base 10) |
Constitution | 80 (base 60) |
Magic | 128 (base 60) |
Willpower | 111 (base 60) |
Cunning | 82 (base 45) |
Resources
Life | 1603/1603 |
Positive | 197/197 |
Essence | 100/100 |
Healing Factor | 1.1213682651944 |
Regeneration | 20.464970839797 |
Speed
Mental | 0% |
Attack | +24% |
Movement | -66.666666666667% |
Spell | +24% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 7 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | undead/blood |
Offense: Mainhand
Damage | 223 |
Accuracy | 68 |
Crit Chance | 69% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 92 |
Crit Chance | 66% |
Speed | 0.80645161290323 |
Cooldown Reduction | 24 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 54% |
Speed | 0.80645161290323 |
Offense: Damage Bonus
Acid | +39% |
Blight | +22% |
Arcane | +16% |
Cold | +40% |
All | +7% |
Lightning | +40% |
Temporal | +17% |
Physical | +41% |
Fire | +39% |
Nature | +26% |
Offense: Damage Penetration
Physical | +82% |
Nature | +82% |
Defense: Base
Armour (hardiness) | 123 (100%) |
Defense | 61 |
Ranged Defense | 63 |
Fatigue | 45 |
Physical Save | 64 |
Spell Save | 72 |
Mental Save | 73 |
Defense: Resistances
Acid | + 66%( 66%) |
Blight | + 52%( 70%) |
Arcane | + 48%( 70%) |
Mind | + 42%( 70%) |
All | + 32%( 70%) |
Physical | + 41%( 70%) |
Lightning | + 59%( 70%) |
Light | + 54%( 70%) |
Temporal | + 46%( 80%) |
Darkness | + 66%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 40% |
Teleport Resistance | 18% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 125.19 physical damage and 223.81 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 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 1110 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Wizard Knight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Terramorphism | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Terramancy | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Technique / Battle Dancer | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Terrakinesis | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Flexible Combat Training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 75): Mirror Match | active |
You have opened the path to the Infinite Dungeon. Infinite PossibilitiesWARNING:Once you have entered you may never return! You can challenge a mighty archamge... You can challenge a fearsome golem... You can challenge a familiar-looking shadow... | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. You defeated a host of orcs. Another lies ahead. You defeated another host of orcs. Ahead lies your fate. Elandar lies defeated. Argoniel lies defeated. The operation was a success! Speak with Zemekkys to learn more about your fate. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 Changes stats: +10 Lck / +6 Dex Changes resistances: +3% physical Changes damage: +9% arcane Stealth bonus: +13 Disease immunity: +20% Cut immunity: +20% Spellpower: +13 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag Reduces incoming crit damage: 5.00% Mental save: +6 (+1 eff.) Light radius: +6 Infravision radius: +1 See stealth: +7 See invisible: +7 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 | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 7 arcane Changes stats: +7 Mag / +10 Wil Changes resistances: +8% arcane When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 0% Dex, 0% Cun, 170% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +17 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Mr. Hoppy Mr. HoppyPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / frog ; tier 3 When wielded/worn: Changes stats: +10 Lck Changes resistances: +25% cold Allows you to breathe in: water Pinning immunity: +100% It can be used to transform a single target into a frog for 7 turns, preventing weapon use and lowering their Strength and Dexterity by 80%. Activation costs 20 power out of 20/20. Hop hop! Ribbit ribbit! ...Erm, what? You can't clearly recall what you were doing after gazing into this uncannily well-crafted toy frog's hypnotic glass eyes. You only remember feeling the urge to eat insects and cavort in mud puddles. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +16 Defense: +15 (+3 eff.) Changes stats: +6 Cun / +3 Mag Spellpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 75% 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 make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 17 % chance of gloom effects / 26 bleed Changes stats: +7 Mag / +7 Wil / +9 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +14 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +3 Str / +6 Dex / +8 Mag / +6 Wil / +3 Cun / +8 Con Changes damage: +7% acid / +7% fire / +8% cold / +8% lightning Physical save: +15 (+4 eff.) Stamina each turn: +3.37 Mental crit. chance: +6% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 160% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +17% light / +20% darkness Trap disarming bonus: +14 Stealth bonus: +14 Mental save: +14 (+3 eff.) Spellpower: +10 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
In off hand | Adamant (10 def, 20 armour, 75-90 power, 300 block) Adamant (10 def, 20 armour, 75-90 power, 300 block)Requires: - Shield usage training - Magic 48 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. With her weapon and shield, Aethe was said to be able to cast especially potent and long-lasting shield spells. When used to attack (with talents): Base power: 75.0 - 90.0 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +300 When wielded/worn: Physical crit. chance: +5.0% Armour: +20 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +10% Damage (Melee): 20 Earth Changes stats: +4 Mag / +4 Wil / +4 Con Changes resistances: +15% lightning / +15% light / +15% nature / +15% mind / +15% cold / +15% arcane / +15% fire Changes resistances penetration: +10% nature / +10% physical Changes damage: +5% nature / +5% physical Talent granted: +1 Block Critical mult.: +10.00% Spell crit. chance: +5% A shield forged of pure gemstone, this was the shield of Aethe Eagleheart in the Age of Dusk. It was said to be enchanted to resist all the forces used by her siblings. After Aethe passed away, the shield was wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.1 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Main armor | Stained Honor (15 def, 32 armour) Stained Honor (15 def, 32 armour)Requires: - Massive armour training - Magic 60 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +15 (+3 eff.) Fatigue: +30% Changes stats: +6 Mag Changes resistances: +30% acid / +30% fire / +30% darkness / +30% blight Damage affinity(heal): +15% blight Talent masteries: +0.20 Technique / Conditioning +0.20 Corruption / Bone Talent granted: +1 Blood Retaliation Talent on hit(spell): Bone Nova (10% chance level 4). It can be used to activate talent Bloodcasting (costing 40 power out of 60/60) : Effective talent level: 4.0 Power cost: 40 out of 60/60. Is: a spell Description: The cost of using life instead of vim for talents is reduced to 115%. Blood drips continuously from this tainted suit of voratun, and dark magics churn almost visibly within it. Bloody ruin comes to those who stand against its wearer. |
Inventory
![]() shatter afflictions rune (absorb 154; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 154 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +25% temporal Changes damage: +25% temporal Talent masteries: +0.20 Corruption / Torment +0.20 Corruption / Decay +0.20 Corruption / Entropy Maximum vim: +25.00 Talent on hit(spell): Agony (10% chance level 4). Some sort of geometric shape hangs from the chain of this amulet, but you can't seem to name the shape. It hurts to look at, and the pain doesn't go away when you stop looking at it either. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +11 (+2 eff.) Changes stats: +3 Cun / +6 Mag Spellpower: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 75% 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 make your fingers look great! |
![]() stormbringer's voratun battleaxe of erosion (57-86 power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 nature Damage (radius 2) on crit: +34 lightning / +61 cold When wielded/worn: Changes resistances penetration: +33% lightning / +33% cold Movement speed: +57% Massive two-handed battleaxes. |
![]() quick voratun dagger (36-47 power, 9 apr) Requires: - Magic 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 0% Dex, 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +6 Dex Combat speed: +10% Sharp, short and deadly. |
![]() truestriking steel dagger of ruin (10-14 power, 6 apr) Requires: - Magic 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 0% Dex, 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +18 Physical crit. chance: +8.0% Changes resistances penetration: +9% physical Critical mult.: +20.00% Sharp, short and deadly. |
![]() psychic's elm longbow of cold Requires: - Magic 11 - Talent Shoot Powered by arcane forces Infused by psionic forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +11 mind / +12 cold When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes damage: +15% mind / +17% cold Mindpower: +21 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() Lustrekill the voratun mace (45-63 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 235 damage over 5 turns and reducing armor and accuracy by 30 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +24 cold When wielded/worn: Physical crit. chance: +15.0% Changes stats: +3 Cun Changes resistances: +6% arcane Changes resistances penetration: +20% light Equilibrium when hit: +0.12 Mindpower: +15 (+4 eff.) Blunt and deadly. |
![]() reinforced leather sling of true flight Requires: - Magic 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() caustic blue-steel trident of erosion (20-33 power, 8 apr) Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stats: 170% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 2) on crit: +23 acid / +21 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +14% acid / +17% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +4 Cun / +7 Lck Trap disarming bonus: +16 Stealth bonus: +11 Mana each turn: +0.40 Maximum mana: +20.00 Infravision radius: +4 A belt that goes around your waist. |
![]() hardened leather armour of celerity (9 def, 6 armour) Requires: - Magic 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Movement speed: +15% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() tempestuous drakeskin leather armour (35 def, 8 armour) Requires: - Magic 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +35 (+8 eff.) Ranged Defense: +18 (+5 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage (Ranged): 10 lightning Changes resistances: +25% lightning / +30% cold A suit of armour made of leather. |
![]() Blightstopper (18 def, 12 armour, 52-62 power, 240 block) Requires: - Shield usage training - Magic 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 150% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() barbed pouch of stralite shots of the leech (7/20, 43-52 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 0% Dex, 170% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * leeches stamina from the target On weapon crit: * wounds the target Damage (Ranged): +17 bleed / +15 nature slow Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Q.U.I.C.K.
The final anomaly has been prevented and the timeline is secure.
The Keepers of Reality will take care of any remaining loose ends.
You have done all they could have hoped, and more.
You may continue playing and enjoy the rest of time.
Achievements
By Dainnre the Cornac Earth Knight level 50
67th Quantumnal 1337th year of Ascendancy at 07:16 see stats
By Dainnre the Cornac Earth Knight level 37
52nd Quantumnal 1337th year of Ascendancy at 04:54 see stats
By Dainnre the Cornac Earth Knight level 50
65th Quantumnal 1337th year of Ascendancy at 05:04 see stats
By Dainnre the Cornac Earth Knight level 22
47th Quantumnal 1337th year of Ascendancy at 22:48 see stats
By Dainnre the Cornac Earth Knight level 47
55th Quantumnal 1337th year of Ascendancy at 13:18 see stats
By Dainnre the Cornac Earth Knight level 50
58th Quantumnal 1337th year of Ascendancy at 06:58 see stats
By Dainnre the Cornac Earth Knight level 10
44th Quantumnal 1337th year of Ascendancy at 03:08 see stats
By Dainnre the Cornac Earth Knight level 20
47th Quantumnal 1337th year of Ascendancy at 11:01 see stats
By Dainnre the Cornac Earth Knight level 30
50th Quantumnal 1337th year of Ascendancy at 09:13 see stats
By Dainnre the Cornac Earth Knight level 40
52nd Quantumnal 1337th year of Ascendancy at 20:32 see stats
By Dainnre the Cornac Earth Knight level 50
57th Quantumnal 1337th year of Ascendancy at 11:29 see stats
By Dainnre the Cornac Earth Knight level 43
54th Quantumnal 1337th year of Ascendancy at 06:38 see stats
By Dainnre the Cornac Earth Knight level 50
60th Quantumnal 1337th year of Ascendancy at 20:11 see stats
By Dainnre the Cornac Earth Knight level 35
51st Quantumnal 1337th year of Ascendancy at 13:50 see stats
By Dainnre the Cornac Earth Knight level 33
51st Quantumnal 1337th year of Ascendancy at 10:57 see stats
Log
Dainnre hits Dainnre for (12 absorbed), 12 teleported (12 total damage).
Dainnre hits Vor, Grand Geomancer of the Pride for (12 teleported), 233 nature, (274 ignored), 0 physical, 25 nature, 28 physical, 432 physical, (25 ignored), 0 nature, 28 physical (745 total damage).
Dainnre hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 nature, 0 physical, 0 physical, 0 nature, 0 physical, 0 nature, 0 physical (0 total damage).
Talent Impassive Mountain is ready to use.
Talent Rune: Reflection Shield is ready to use.
Bane of Confusion from Gessra the orc necromancer hits Dainnre for (10 mitigated), (36 absorbed), 0 darkness (0 total damage).
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 0 fire damage.
Thunderstorm hits Dainnre for (10 mitigated), (22 absorbed), 0 lightning (0 total damage).
Vor, Grand Geomancer of the Pride receives 1 healing from Temporal Restoration Field.
Aether Permeation protects Damage Shield from a dispel!
Dainnre resists the dispelling of Damage Shield!
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Dainnre for (102 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride casts Rune: Biting Gale.
Your shield crumbles under the damage!
The shield around Dainnre crumbles.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Dainnre resists the stun!
Vor, Grand Geomancer of the Pride hits Dainnre for (12 withstood), (28 absorbed), (12 shrugged off), 72 cold, (11 withstood), (14 shrugged off), 86 physical, (26 withstood), (35 shrugged off), 202 fire (360 total damage).
Bleeding from Dainnre hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 physical damage.
Vor, Grand Geomancer of the Pride casts Freeze.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride hits Dainnre for (44 withstood), (60 shrugged off), 342 cold (342 total damage).
Dainnre the level 50 cornac earth knight was chilled to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 75 of Infinite Dungeon.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Vor, Grand Geomancer of the Pride killed Dainnre!
Saving game...
Saving done.
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QUICK Campaign Zones
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Norgos Lair
Scintillating Caves
The Maze
Daikara
Dreadfell
Grushnak Pride
Rak'shor Pride
Finale
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QUICK Campaign Perks
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1: Refused Reward
2: Category: Chants
3: Artifact: Prox's Lucky Halfling Foot
4: Refused Reward
5: Immunity: Stun
6: Finale: Increased Resistances
7: Rune: Reflection
8: Alchemists: Infusion of Wild Growth