Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Serpent |
Class | Hydra |
Level / Exp | 25 / 29% |
Size | big |
Lifes / Deaths | Killed by snow giant boulder thrower at level 21 on the 45th Haze 122nd year of Ascendancy at 15:07 0 / 7Killed by snow giant at level 21 on the 45th Haze 122nd year of Ascendancy at 16:19 Killed by will o' the wisp at level 23 on the 67th Haze 122nd year of Ascendancy at 17:27 Killed by elven blood mage at level 23 on the 1st Wintertide 123rd year of Ascendancy at 09:24 Killed by Grand Corruptor at level 23 on the 1st Wintertide 123rd year of Ascendancy at 20:55 Killed by Atec 50 at level 24 on the 4th Allure 123rd year of Ascendancy at 23:26 Killed by skeleton warrior at level 25 on the 5th Regrowth 123rd year of Ascendancy at 15:02 |
Primary Stats
Strength | 54 (base 40) |
Dexterity | 65 (base 44) |
Constitution | 42 (base 30) |
Magic | 15 (base 10) |
Willpower | 65 (base 55) |
Cunning | 40 (base 15) |
Resources
Life | -79/1644 |
Fury | 134/134 |
Stamina | 95/250 |
Equilibrium | 35 |
Healing Factor | 0.67641509433962 |
Regeneration | 8.7595754716981 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
Offense: Barehand
Damage | 29 |
Accuracy | 49 |
Crit Chance | 40% |
APR | 1000 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Darkness | +12% |
Fire | +3% |
Nature | +14% |
Offense: Damage Penetration
Light | +20% |
Fire | +10% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 71.0055865367 (52.40223461468%) |
Defense | 54 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 42 |
Mental Save | 52 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 20%( 70%) |
All | + 17%( 70%) |
Darkness | + 45%( 70%) |
Light | + 22%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 19%( 70%) |
Fire | + 20%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (0/0)
Class Talents
Cunning / Poisons | 0.80 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-heart / Triad | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Glob | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Breath Hydra | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-heart / Feral Hydra | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-heart / Ravenous Beast | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Wild-heart / Mist Beast | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-heart / Swamp Beast | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Glare Hydra | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 2/15 |
| 11/18 |
| 2/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Ego / Serpent | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Regenerate | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Wild-heart / Hoarding Beast | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-heart / Natural Combat | 1.00 |
| 1/10 |
| 8/10 |
| 8/10 |
| 0/10 |
| 0/10 |
| 8/10 |
| 8/10 |
| 0/10 |
Wild-heart / Noble Animal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/10 |
| 0/10 |
| 8/10 |
| 0/10 |
Wild-heart / Burrowing Beast | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Hydragon | 1.10 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Wild-heart / Martial Training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Prudence | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Splitting Wounds |
talent | Hydra Mixture |
talent | Hydra Toxin |
talent | Mist Lurker |
talent | Apply Poison |
talent | Recuperate |
talent | Adventure Friendly Fire Disabler |
talent | Voracious Feast |
talent | Numbing Poison |
talent | Leeching Poison |
beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 10 |
beneficial effect | The target's size and maximum life is being increased through damage. Splitting WoundsCurrently has 329.00 additional max life. |
beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 18 |
beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 12 |
beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 12 |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 78.47 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
detrimental effect | The target is on fire, taking 52.73 fire damage per turn. Burning |
beneficial effect | You are watching Elyrin the Guardian carefully, reducing damage they deal to you by 37% and gaining 24 defense. Discretion |
beneficial effect | The body is naturally repairing, recovering 14.81 life per turn. Recuperation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Nature Hardened (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Tolerance (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair. Go tell the Summoner what you saw! * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * Rumours speak of a secret place where towns folk gather without a word. Could there be powerful magic afoot...? * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Dogroth Caldera and, somehow, went drunk on the toxic fumes. However, the psionic's dream device was not all that useful... * You explored an abandoned complex and found a mutant human created through experiments. Unfortunately, he offered you no solutions to your problems... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - By the Summoner's command, you are now to investigate Dreadfell! You are warned of powerful blighted energies, however. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: AloneWith that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! - You've realized-- Like the id of your psyche-- Your heads are truly spouting the most primitive forms of your desires. Perhaps they are worth listening to afterall...? - A Feral head said something about "never forgiving" someone, and mentioned a "Mr.Gehst". Were you betrayed in the past...?? | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 46. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
1st feral head | ![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2nd feral head | ![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
1st drool head | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Physical save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Maximum psi: +22.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +29 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
4th drool head | ![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +6.00% Mental save: +3 (+1 eff.) Maximum psi: +22.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% temporal / +9% nature / +6% light Changes damage: +3% nature Spell save: +3 (+1 eff.) Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
3rd drool head | ![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% temporal / +6% blight / +3% cold / +6% nature / +5% arcane Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.80 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
2nd glare head | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% darkness Changes damage: +9% physical Damage affinity(heal): +15% darkness Physical save: +9 (+3 eff.) Life regen: +0.60 Only die when reaching: -60.00 life Maximum life: +20.00 Maximum stamina: +15.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3rd glare head | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 22 light Changes stats: +5 Cun / +6 Dex Rings can have magical properties. |
4th glare head | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +7 (+4 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
2nd drool head | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +4 Dex Changes resistances: +2% physical Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
1st glare head | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
3rd feral head | ![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +9% temporal Changes resistances penetration: +20% light / +20% temporal Physical save: +11 (+4 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
4th feral head | ![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 258 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
![]() Hathuthad the Barktaint (30-42 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% blight / +6% temporal Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Sharp, long, and deadly. |
![]() dwarven-steel dagger 'Blazetide' (18-23.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Fire Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 9% chance to disease Damage (Melee): +6 blight / +12 fire Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes resistances: +12% fire Changes damage: +6% fire Sharp, short and deadly. |
![]() yew longbow of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +12 acid When wielded/worn: Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
![]() mighty hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str Changes resistances penetration: +11% physical Changes damage: +11% physical Slings are used to hurl stones or metal shots at your foes. |
![]() hardened leather armour of command (10 def, 11 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +15 (+5 eff.) A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
![]() Vorissra the ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +15% arcane Talent granted: +1 Ward Mana each turn: +0.16 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Atec 50 the Serpent Hydra level 18
67th Dusk 122nd year of Ascendancy at 16:52 see stats
By Atec 50 the Serpent Hydra level 18
74th Dusk 122nd year of Ascendancy at 00:36 see stats
By Atec 50 the Serpent Hydra level 16
11st Dusk 122nd year of Ascendancy at 21:24 see stats
By Atec 50 the Serpent Hydra level 10
4th Mirth 122nd year of Ascendancy at 18:43 see stats
By Atec 50 the Serpent Hydra level 20
42nd Haze 122nd year of Ascendancy at 21:37 see stats
By Atec 50 the Serpent Hydra level 16
13rd Dusk 122nd year of Ascendancy at 09:05 see stats
By Atec 50 the Serpent Hydra level 8
79th Pyre 122nd year of Ascendancy at 23:19 see stats
By Atec 50 the Serpent Hydra level 22
56th Haze 122nd year of Ascendancy at 00:19 see stats
By Atec 50 the Serpent Hydra level 14
7th Dusk 122nd year of Ascendancy at 22:58 see stats
Log
Degenerated skeleton warrior misses Atec 50.
Ghoulking misses Atec 50.
Ghast misses Atec 50.
Atec 50's body has reached peak size!
Atec 50 upchucks Feathersteel Amulet!!
Atec 50 upchucks Nightsong!!
Atec 50 upchucks Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)!!
Atec 50 upchucks Stormfront (20-30 power, 2 apr)!!
Atec 50 upchucks Stone Gauntlets of Harkor'Zun (0 def, 7 armour)!!
Atec 50 upchucks Bill's Tree Trunk (30-51 power, 7 apr)!!
Atec 50 upchucks Spellblaze Shard (20-26 power, 10 apr)!!
Atec 50 upchucks Spelldrinker (27-35.1 power, 8 apr)!!
Atec 50 upchucks Great Caller (10-11 power, 18 apr, nature damage)!!
Atec 50 upchucks Stormlash (17-18.7 power, 7 apr)!!
Atec 50 upchucks Surefire!!
Atec 50 upchucks Corpsebow!!
Atec 50 upchucks Coral Spray (8 def, 8 armour, 48 block)!!
Atec 50 upchucks Firewalker (8 def, 2 armour)!!
Atec 50 upchucks Skin of Many (12 def, 6 armour)!!
Atec 50 upchucks Crystle's Astral Bindings (0 def, 0 armour)!!
Atec 50 upchucks Rungof's Fang!!
Atec 50 upchucks Wintertide Phial!!
Atec 50 upchucks Summertide Phial!!
Atec 50 upchucks Spellhunt Remnants (3 def, 4 armour)!!
Atec 50 upchucks Wyrmbreath (0 def, 4 armour)!!
Atec 50 upchucks searing dwarven-steel plate armour of acid resistance (5 def, 11 armour)!!
Atec 50 upchucks dwarven-steel greatsword of the mystic (34-54.4 power, 2 apr)!!
Atec 50 upchucks corrosive hardened leather gloves of the nighthunter (0 def, 2 armour)!!
Atec 50 upchucks truestriking dwarven-steel greatmaul of amnesia (43-64.5 power, 2 apr)!!
Saving game...