









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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: Early Boost & Some More Points Redux 1.7.0Significantly more points in the early game. Original by destructivore. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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: Infinite Cat Points 1.4.0One Cat Point per level. Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Homosuperior |
Class | Marauder |
Level / Exp | 42 / 62% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 143 (base 68) |
Dexterity | 100 (base 68) |
Constitution | 101 (base 68) |
Magic | 84 (base 68) |
Willpower | 92 (base 68) |
Cunning | 106 (base 68) |
Resources
Life | 372102/372102 |
Stamina | 17692/17692 |
Healing Factor | 1.6036838012659 |
Regeneration | 11311.086891893 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +10% |
Spell | +200% |
Global | +160% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 585 |
See Stealth | 940.04627810718 |
See Invisible | 958.04627810718 |
Offense: Mainhand
Damage | 15102 |
Accuracy | 574 |
Crit Chance | 3689% |
APR | 2267 |
Speed | 0.31 |
Offense: Offhand
Damage | 15613 |
Accuracy | 574 |
Crit Chance | 3683% |
APR | 2257 |
Speed | 0.34 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 48% |
Speed | 0.33333333333333 |
Offense: Mind
Mindpower | 98 |
Crit Chance | 48% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Physical | +99995% |
Cold | +100029% |
All | +99999% |
Lightning | +100014% |
Light | +100009% |
Darkness | +100034% |
Mind | +100008% |
Fire | +100035% |
Nature | +100019% |
Offense: Damage Penetration
Nature | +35% |
Darkness | +35% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 105.85714285714 (100%) |
Defense | 515 |
Ranged Defense | 515 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 452 |
Mental Save | 68 |
Defense: Resistances
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +107044%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Darkness | + 70%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Poison Resistance | 25% |
Blind Resistance | 26% |
Disarm Resistance | 86% |
Bleed Resistance | 25% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 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. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 175 damage for 25 turns. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Tactical | 5001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 5001.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 5001.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Duelist | 5001.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 5001.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 5001.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 5001.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 5001.00 |
| 2/1 |
| 2/1 |
| 2/1 |
| 2/1 |
| 2/1 |
| 1/1 |
| 0/1 |
Generic Talents
Technique / Combat training | 5001.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 5001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 5001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 5001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 5001.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 5001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Apply Poison |
talent | Precise Strikes |
talent | Volatile Poison |
talent | Exploit Weakness |
talent | Close Combat Management |
talent | Trained Reactions |
beneficial effect | The thrill of combat improves the target's maximum life by 50%, life regeneration by 2401.88, and stamina regeneration by 480.38. Bloodbath |
beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
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 |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed chunk of ghoul flesh. * '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.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 10 fire Changes stats: +3 Cun / +4 Wil Changes resistances: +7% lightning / +7% temporal / +12% fire Changes damage: +6% fire Physical save: +8 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Stamina each turn: +0.50 Maximum life: +37.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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.(144 power, based on Willpower) Activation costs 0 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 0 power out of 45/45) : Effective talent level: 4.2 Power cost: 0 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 40043.20 mind and 40053.60 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 42% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 42. Terrified: Deals 10010.80 mind and 10013.40 darkness damage per turn and increases cooldowns by 64%. Haunted: Causes the target to suffer 15563.27 mind and 15567.31 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +4 Armour: +5 Defense: +15 (+1 eff.) Fatigue: +3% Damage (Melee): 5 nature Damage when hit (Melee): 4 physical Changes stats: +4 Cun Changes resistances: +7% nature / +5% darkness Changes damage: +5% nature / +9% mind Mental save: +7 (+2 eff.) Maximum life: +45.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Venomous Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +4 darkness Damage (radius 2) on crit: +10 nature It can be used to activate talent Track, placing all other charms into a 0 cooldown : Effective talent level: 17504.5 Power cost: 0 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1747 for 428 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+0 eff.) Armour penetration: +12 Physical power: +8 (+0 eff.) Defense: +10 (+0 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +6% lightning / +5% arcane Changes damage: +15% lightning Disarm immunity: +36% Pinning immunity: +32% Knockback immunity: +44% Maximum life: +20.00 It can be used to activate talent Disengage, placing all other charms into a 0 cooldown : Effective talent level: 17504.5 Power cost: 0 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 10 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 707% 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 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Con Changes resistances: +18% mind Changes damage: +6% physical Critical mult.: +10.00% Mental save: +9 (+2 eff.) Blindness immunity: +26% Confusion immunity: +23% Stamina each turn: +3.00 Infravision radius: +6 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
In main hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+1 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 79% Changes stats: +5 Str / +3 Wil / +5 Con Changes resistances: +8% fire / +3% nature / +8% cold Changes resistances penetration: +10% nature Changes damage: +15% nature Physical save: +8 (+2 eff.) Mental save: +5 (+1 eff.) Maximum life: +67.00 Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 65% Mag, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 0 power out of 20/20) : Effective talent level: 4.5 Power cost: 0 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 186862.72 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Changes stats: +6 Str / +6 Dex / +2 Mag / +4 Wil / +3 Cun / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+1 eff.) Stamina each turn: +0.90 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+1 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns Activation costs 0 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 0 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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 0 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. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Isst the Homosuperior Marauder level 41
19th Dusk 122nd year of Ascendancy at 16:12 see stats
By Isst the Homosuperior Marauder level 1
77th Pyre 122nd year of Ascendancy at 20:02 see stats
By Isst the Homosuperior Marauder level 28
8th Flare 122nd year of Ascendancy at 17:47 see stats
By Isst the Homosuperior Marauder level 16
1st Summertide 122nd year of Ascendancy at 03:30 see stats
By Isst the Homosuperior Marauder level 10
2nd Mirth 122nd year of Ascendancy at 10:13 see stats
By Isst the Homosuperior Marauder level 20
7th Flare 122nd year of Ascendancy at 11:49 see stats
By Isst the Homosuperior Marauder level 30
10th Flare 122nd year of Ascendancy at 12:28 see stats
By Isst the Homosuperior Marauder level 40
10th Flare 122nd year of Ascendancy at 23:58 see stats
By Isst the Homosuperior Marauder level 1
1st Mirth 122nd year of Ascendancy at 21:02 see stats
By Isst the Homosuperior Marauder level 1
1st Mirth 122nd year of Ascendancy at 21:02 see stats
By Isst the Homosuperior Marauder level 1
1st Mirth 122nd year of Ascendancy at 21:02 see stats
By Isst the Homosuperior Marauder level 1
1st Mirth 122nd year of Ascendancy at 21:02 see stats
By Isst the Homosuperior Marauder level 16
1st Flare 122nd year of Ascendancy at 02:55 see stats
By Isst the Homosuperior Marauder level 1
77th Pyre 122nd year of Ascendancy at 20:02 see stats
By Isst the Homosuperior Marauder level 1
77th Pyre 122nd year of Ascendancy at 20:02 see stats
Log
You gain 6.45 gold from the transmogrification of balanced dwarven-steel battleaxe of daylight (30-44 power, 2 apr).
You gain 8.50 gold from the transmogrification of greater elven-wood starstaff (25-30 power, 5 apr, physical element).
You gain 5.96 gold from the transmogrification of elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element).
You gain 4.47 gold from the transmogrification of yew starstaff of breaching (20-24 power, 4 apr, physical element).
You gain 4.47 gold from the transmogrification of yew magestaff of breaching (20-24 power, 4 apr, fire element).
You gain 3.76 gold from the transmogrification of short yew magestaff of might (20-24 power, 4 apr, cold element).
You gain 12.51 gold from the transmogrification of Bleakmalice (20-24 power, 4 apr, physical element).
You gain 9.56 gold from the transmogrification of magewarrior's short ash magestaff of wizardry (15-18 power, 3 apr, lightning element).
You gain 1.40 gold from the transmogrification of rogue's steel ring.
You gain 25.00 gold from the transmogrification of Wheel of Fate.
You gain 11.48 gold from the transmogrification of Lisirin the Chargeveil.
You gain 16.30 gold from the transmogrification of Erolesus the stralite amulet.
You gain 1.16 gold from the transmogrification of shatter afflictions rune of the sneak (absorb 160; cd 18).
You gain 2.15 gold from the transmogrification of ethereal rune of the duelist (power 29; resist 30%; move 51%; dur 5; cd 17).
You gain 1.66 gold from the transmogrification of blink rune (range 4; phase 13; cd 12).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 33%; magical; dur 4; cd 13).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 37%; mental; dur 4; cd 11).
You gain 1.52 gold from the transmogrification of movement infusion (speed 400%; cd 11).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 22nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:38.
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 24th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Isst no longer revels in blood quite so much.