











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Proper Possession 1.7.0
Frequently Asked Questions: 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:
Interact with the Mech 1.3.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.7.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Swordsmaster |
| Level / Exp | 14 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Poligarin the stone troll at level 4 on the 76th Pyre 122nd year of Ascendancy at 07:12 3 / 3Killed by Yvutta the grizzly bear at level 13 on the 9th Mirth 122nd year of Ascendancy at 08:22 Killed by Cornon at level 14 on the 9th Mirth 122nd year of Ascendancy at 08:25 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 45 (base 39) |
| Constitution | 17 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 45 (base 27) |
Resources
| Life | 483/501 |
| Stamina | 166/169 |
| Healing Factor | 1.312941519274 |
| Regeneration | 0.32823537981849 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -46.618936984026% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 37.045069181528 |
| See Invisible | 46.045069181528 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +11% |
| Acid | +3% |
| Light | +10% |
| Darkness | +5% |
| Cold | +3% |
| Physical | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +5% |
| Light | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 18 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 29%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Stun Resistance | 20% |
| Disarm Resistance | 29% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Intrepid | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Swordsmanship | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed bladework | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Fencing | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Footwork | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+2 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 Shade. | done |
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 |
Equipment
| On feet | Unlightstreak the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% physical Res.pen +15% darkness ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Die.at -20.00 life Silence- +22% Confus- +20% Stun/Frz- +20% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Manyhell (5 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +5% Resists +6% cold +5% fire +2% physical Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dryrak the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +2 Dex +3 Cun +1 Con dps ---------- Melee+ 7 darkness Dmg.mod +5% darkness Acc +5 (+1 eff.) ----- def ----- Armour +2 Resists +5% darkness Phys.save +14 (+6 eff.) Mind.save +5 (+2 eff.) Disarm- +29% ---------- misc Light +1 See.Invis +9 Cooldown Double Strike -1 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +3 Crit +8.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: 10% Perfect Control 3 On Hit: 10% Set Up 3 On Hit: * 7% chance to reduce damage dealt by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of healing 'Hellpunish' [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% fire ----- def ----- Defense +15 (+5 eff.) Resists +3% acid Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +20% ---------- misc Max.enc +20 Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
| On fingers | Aluldil0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +6 (+2 eff.) Resists +6% blight +3% temporal +7% nature +14% mind Max.HP +20.00 Poison- +10% Disease- +15% Rings make your fingers look great! |
| Around neck | Velemina0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Light +2 Amulets make your neck look great! |
| In main hand | dwarven-steel longsword 'Shockstone' (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 23.0 - 32.2 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +7.0% ----- def ----- Resists +10% acid +12% lightning +8% cold +3% blight +19% fire +6% nature +4% all Spell.save +7 (+4 eff.) Max.HP +10.00 Sharp, long, and deadly. |
| Around waist | Windonslaught1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Resists +6% acid Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | steel longsword 'Tundrawisp' (20-27 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 19.5 - 27.3 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind +5 darkness Against +5% Living On Hit: * 11% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Resists +12% cold Sharp, long, and deadly. |
| Cloak | Glitterstreaker (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +10% light +5% physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Armatir the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning Phys.save +12 (+5 eff.) A suit of armour made of leather. |
Inventory
shielding rune of the duelist (absorb 185; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 80; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 80 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword 'Boltnigh' (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 16.5 - 26.4 Physical Uses 120% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 nature +4 lightning While equipped: dps ---------- Dmg.mod +6% lightning +3% fire ----- def ----- Resists +3% acid Massive two-handed swords. |
iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Ce'Nyldakira the Rimequarry (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Dmg.mod +3% mind +9% cold ----- def ----- Resists +18% acid +3% mind +3% light One-handed war axes. |
Velotta the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.0 - 15.6 Physical Uses 100% Dex Mastery Swordsmanship Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +3% Res.pen +5% arcane Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Blind- +20% Disarm- +20% Sharp, short and deadly. |
horrifying vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 5 darkness Dmg.mod +2% mind +2% darkness ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar 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. |
vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar 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. |
Deepsmortal (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+8 eff.) Dmg.mod +12% fire Res.pen +5% mind +5% acid Melee Ret 6 darkness ----- def ----- Resists +18% fire +7% all ---------- misc Equi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +11% all Max.HP +40.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
cured leather armour of delving (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +10% darkness +6% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Betarenn (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% nature Max.HP +40.00 Disease- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Arogar' (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +5 Fatigue +2% ---------- misc Max.stam +20.00 Max.hate +2.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Drezilanik (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Str +1 Con dps ---------- Melee+ 5 blight Dmg.mod +3% blight ----- def ----- Armour +1 Resists +5% blight +2% physical Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% darkness Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+5 eff.) Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Hellstone' (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire +11% physical Acc +15 (+5 eff.) Apr +5 ----- def ----- Defense +6 (+2 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
Floewill (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Dmg.mod +9% cold +10% nature +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning +9% cold +15% nature ---------- misc Max.hate +2.00 A pointy cloth hat, very wizardly... |
Murkvortex (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
139 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Cornon the Cornac Swordsmaster level 10
1st Mirth 122nd year of Ascendancy at 01:58 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Cornon the Cornac Swordsmaster level 4
76th Pyre 122nd year of Ascendancy at 07:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Cornon the Cornac Swordsmaster level 7
78th Pyre 122nd year of Ascendancy at 11:59 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Cornon the Cornac Swordsmaster level 14
9th Mirth 122nd year of Ascendancy at 08:25 see stats
Log
Yvutta the grizzly bear uses Disarm.
Yvutta the grizzly bear misses Cornon.
Cornon resists the blow!
Cornon overcomes the gloom
Yvutta the grizzly bear hits Cornon for 33 physical, 12 darkness, 5 mind (51 total damage).
Yvutta the grizzly bear uses Knockback.
Yvutta the grizzly bear is pinned to the ground.
Yvutta the grizzly bear hits Cornon for (21 parried), 54 physical, 14 darkness, 6 mind (74 total damage).
Cornon hits Yvutta the grizzly bear for 80 physical damage.
Yvutta the grizzly bear is no longer pinned.
Yvutta the grizzly bear is disarmed!
Yvutta the grizzly bear hits Cornon for (21 parried), 36 physical (36 total damage).
Cornon hits Yvutta the grizzly bear for 80 physical damage.
Cornon the level 13 cornac swordsmaster was sliced to death by Yvutta the grizzly bear on level 1 of Norgos Lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvutta the grizzly bear killed Cornon!
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Welcome to level 14 [Cornon].
Cornon has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
You have gained one more life (3 remaining).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!











































































