













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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! Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Psionic Blade 1.7.2Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). ZOmnibus Addon Pack 1.7.4Combines 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: Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Race: Android and Addonroid 1.7.6Adds the Android and Addonroid subraces to the Human race. Androids are machines that closely resemble humans in appearance. Addonroids are lifeforms born from abandoned addons. All new icons were made by https://game-icons.net/ . Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. |
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (sweet&sour) |
Sex | Female |
Race | Sholtar |
Class | Adventurer |
Level / Exp | 24 / 2% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 182 (base 10) |
Dexterity | 175 (base 10) |
Constitution | 126 (base 10) |
Magic | 122.39395861261 (base 19) |
Willpower | 137 (base 51) |
Cunning | 154 (base 51) |
Resources
Mana | 473/473 |
Equilibrium | 42 |
Life | 1178/1178 |
Psi | 552/552 |
Stamina | 384/404 |
Soul | 18/18 |
Healing Factor | 1.9991100944968 |
Regeneration | 178.88316316323 |
Speed
Mental | +63.178085539257% |
Attack | +26.16493592266% |
Movement | +47.11431877292% |
Spell | +16.13018925844% |
Global | +198.1272787921% |
Vision
Sight | 10 |
Lite | -992 |
Infravision | 10 |
See Stealth | 103.13441332881 |
See Invisible | 103.13441332881 |
Stealth | 88 |
Offense: Mainhand
Damage | 185 |
Accuracy | 153 |
Crit Chance | 138% |
APR | 47 |
Speed | 0.61 |
Offense: Offhand
Damage | 298 |
Accuracy | 153 |
Crit Chance | 137% |
APR | 48 |
Speed | 0.61 |
Offense: Spell
Spellpower | 116 |
Crit Chance | 56% |
Speed | 0.86110253189597 |
Offense: Mind
Mindpower | 95 |
Crit Chance | 55% |
Speed | 0.79261325081083 |
Offense: Damage Bonus
Acid | +9% |
Blight | +13% |
Arcane | +9% |
Cold | +44% |
All | 0% |
Lightning | +46% |
Light | +10% |
Physical | +43% |
Darkness | +24% |
Fire | +28% |
Nature | +48% |
Offense: Damage Penetration
Acid | +13% |
Blight | +13% |
Arcane | +5% |
Cold | +13% |
Lightning | +13% |
Physical | +157% |
Darkness | +28% |
Fire | +13% |
Nature | +46% |
Defense: Base
Armour (hardiness) | 133.90945961201 (100%) |
Defense | 133 |
Ranged Defense | 139 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 96 |
Mental Save | 70 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 37%( 70%) |
Physical | + 41%( 70%) |
Cold | + 62%( 70%) |
All | + 32%( 70%) |
Lightning | + 47%( 70%) |
Light | + 53%( 70%) |
Darkness | + 39%( 70%) |
Fire | + 51%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 97% |
Knockback Resistance | 93% |
Confusion Resistance | 91% |
Fear Resistance | 47% |
Stun Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 825 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.5 Rune: Shatter AfflictionsUse 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 267 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. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.5 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 334 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Poisons | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Nihilism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic Blade | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.40 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Generic Talents
Race / Sholtar | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mind over Matter | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Psionic / Mindfulness | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Cunning / Scoundrel | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.10 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
talent | Stone Skin |
talent | Glaring Eyes |
talent | Shadow Combat |
talent | Charged Aura |
talent | Quickcoil |
talent | Overflowing Psi |
talent | Elusive Reflexes |
talent | Arcane Feed |
talent | Reaping |
talent | Thermal Aura |
talent | Hemotoxin |
talent | Kinetic Shield |
talent | Concentration |
talent | Gloom |
talent | Total Thuggery |
talent | Quickdraw |
talent | Fiery Hands |
talent | Stealth |
talent | Insight |
talent | Apply Poison |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Shadow Feed |
talent | Rime Coat |
talent | Augmentation |
talent | Volatile Poison |
talent | Charged Shield |
talent | Essence of Speed |
talent | Metacognition |
talent | Numbing Poison |
talent | Trained Reactions |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+43% global speed). Clarity |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 15.9 and stamina regeneration by 3.5. Soothing Darkness |
beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 8 Net Damage: 452 - 632 Accuracy: 170 (knife) APR: 57 Crit Chance: +165% Crit mult: 279% Uses Stats: 20% Wil, 122% Cun, 20% Dex |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | Parrying melee and ranged attacks: Has a 87% chance to deflect up to 55 damage from the next 3.4 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 202. | 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 needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. * You've found the needed vial of elder vampire blood. | 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 within | active |
Equipment
Psionic focus | ![]() 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +2 Damage (Melee): 8 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +4% blight When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 61% Wil, 81% Cun, 20% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +6 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(175 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Life regen: +1.50 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Str / +5 Dex / +3 Wil / +5 Con Light radius: +1 Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Dex Changes resistances: +22% nature Changes resistances penetration: +15% physical Changes damage: +11% nature Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Maximum stamina: +10.00 Light radius: +1 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +3% lightning / +9% fire / +3% nature / +9% darkness Blindness immunity: +20% Poison immunity: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 123% Wil, 20% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). On weapon crit: * Splash the target with acid dealing 278 damage over 5 turns and reducing armor and accuracy by 35 Damage (Melee): +4 darkness When wielded/worn: Accuracy: +25 (+3 eff.) Changes stats: +8 Str / +1 Mag Changes resistances penetration: +5% arcane / +15% darkness Changes damage: +15% physical / +9% arcane / +9% darkness Damage Shield penetration: +30% One-handed war axes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 2 lightning / 2 physical Changes stats: +4 Str / +2 Dex / +3 Wil / +4 Cun Changes damage: +18% lightning Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 20% Wil, 101% Cun, 20% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Changes stats: +3 Str / +5 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Dex / +3 Wil / +2 Con Changes damage: +6% darkness Reduces incoming crit damage: 5.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +16 (+3 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Dex Life regen: +4.00 Maximum life: +52.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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. |
![]() 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 108 power out of 337/400. 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. |
Achievements
By Arcrl the Sholtar Adventurer level 21
61st Haze 122nd year of Ascendancy at 07:21 see stats
By Arcrl the Sholtar Adventurer level 18
56th Haze 122nd year of Ascendancy at 09:36 see stats
By Arcrl the Sholtar Adventurer level 21
57th Haze 122nd year of Ascendancy at 23:24 see stats
By Arcrl the Sholtar Adventurer level 10
26th Haze 122nd year of Ascendancy at 12:19 see stats
By Arcrl the Sholtar Adventurer level 20
57th Haze 122nd year of Ascendancy at 08:27 see stats
By Arcrl the Sholtar Adventurer level 14
50th Haze 122nd year of Ascendancy at 07:31 see stats
By Arcrl the Sholtar Adventurer level 10
27th Haze 122nd year of Ascendancy at 10:20 see stats
By Arcrl the Sholtar Adventurer level 8
7th Mirth 122nd year of Ascendancy at 07:15 see stats
By Arcrl the Sholtar Adventurer level 18
56th Haze 122nd year of Ascendancy at 09:26 see stats
By Arcrl the Sholtar Adventurer level 22
62nd Haze 122nd year of Ascendancy at 00:46 see stats
By Arcrl the Sholtar Adventurer level 17
55th Haze 122nd year of Ascendancy at 20:34 see stats
Log
There is an item here: Spellcrusher (32-48 power, 4 apr)
There is an item here: Kor's Fall (10-12 power, 0 apr, fire element)
Arcrl drops on the floor: Spellblaze Shard (20-26 power, 10 apr).
Arcrl receives 37 healing (42 psi heal).
Arcrl drops on the floor: Psionic Fury (12-13 power, 25 apr, mind damage).
Arcrl drops on the floor: Eel-skin armour (16 def, 0 armour).
Arcrl drops on the floor: Iron Mail of Bloodletting (2 def, 4 armour).
Arcrl drops on the floor: Girdle of the Calm Waters.
Arcrl drops on the floor: Hornet Stingers (20/20, 18-25 power, 10 apr).
Arcrl drops on the floor: Quiver of Domination (20/20, 24-34 power, 8 apr).
Arcrl receives 37 healing (42 psi heal).
You gain 4.54 gold from the transmogrification of copper amulet 'Glinthunger'.
You gain 16.00 gold from the transmogrification of 4 spinel.
You gain 4.00 gold from the transmogrification of ametrine.
You gain 4.00 gold from the transmogrification of zircon.
You gain 24.00 gold from the transmogrification of 3 aquamarine.
You gain 24.00 gold from the transmogrification of 3 opal.
You gain 16.00 gold from the transmogrification of 2 topaz.
You gain 16.00 gold from the transmogrification of 2 amethyst.
You gain 12.00 gold from the transmogrification of onyx.
You gain 12.00 gold from the transmogrification of lapis lazuli.
You gain 0.03 gold from the transmogrification of 72 alchemist agate.