Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. 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. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/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:
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: 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 | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 21 / 65% |
Size | medium |
Lifes / Deaths | Killed by cold drake at level 19 on the 37th Profit 122nd year of Ascendancy at 23:26 2 / 4Killed by Cyrulenne the large white snake at level 21 on the 5th Dearth 122nd year of Ascendancy at 13:54 Killed by Layuritha the giant eel at level 21 on the 6th Dearth 122nd year of Ascendancy at 06:58 Killed by Stonny at level 21 on the 6th Dearth 122nd year of Ascendancy at 07:13 |
Primary Stats
Strength | 38 (base 22) |
Dexterity | 9 (base 10) |
Constitution | 17 (base 10) |
Magic | 67 (base 46) |
Willpower | 59 (base 34) |
Cunning | 18 (base 10) |
Resources
Life | 734/734 |
Mana | 465/465 |
Equilibrium | 0 |
Steam | 100/100 |
Healing Factor | 1.3629415192739 |
Regeneration | 7.155442976188 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 23 |
See Invisible | 22 |
Offense: Mainhand
Damage | 52 |
Accuracy | 34 |
Crit Chance | 5% |
APR | 0 |
Speed | 0.91 |
Offense: Offhand
Damage | 23 |
Accuracy | 34 |
Crit Chance | 5% |
APR | 0 |
Speed | 0.91 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +20% |
Physical | +14% |
Blight | +6% |
Arcane | +10% |
Nature | +28% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Fire | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 36.413408721348 (65.897138898113%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 21 |
Physical Save | 27 |
Spell Save | 37 |
Mental Save | 39 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 9%( 70%) |
Cold | + 41%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Light | + 36%( 70%) |
Temporal | + 5%( 70%) |
Fire | + 14%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 0% |
Teleport Resistance | 10% |
Blind Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 352 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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
On feet | Eilinylle the pair of rough leather boots (0 def, 3 armour) Eilinylle the pair of rough leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +6% lightning / +5% temporal / +3% acid Stun/Freeze immunity: +20% Teleport immunity: +10% Life regen: +2.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused 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.(116 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+5 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | dwarven-steel gauntlets 'Nadan' (0 def, 4 armour) dwarven-steel gauntlets 'Nadan' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Changes stats: +6 Str / +7 Mag Changes damage: +10% arcane Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +10 arcane Damage (radius 2) on crit: +13 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ash totem of summon tentacle 'Brenodan' [power 145] (25 cooldown) ash totem of summon tentacle 'Brenodan' [power 145] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% fire Reduces incoming crit damage: 5.00% Maximum life: +80.00 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 149 Armor: 8 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 40. * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Silygara the steel ring Silygara the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Damage (Melee): 16 light Damage (Ranged): 19 light Changes stats: +7 Mag / +5 Wil Changes damage: +10% light Blindness immunity: +22% Maximum hate: +6.00 Spellpower: +9 (+3 eff.) Mental crit. chance: +2% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings make your fingers look great! |
On fingers | Ring of Growth Ring of GrowthInfused 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 (+4 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. |
Around neck | Bodor the steel amulet Bodor the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +1 Wil Changes resistances: +9% blight Changes resistances penetration: +15% blight Changes damage: +6% blight / +6% physical Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Combat speed: +10% Amulets make your neck look great! |
In main hand | Gildanne the steel shield (0 def, 4 armour, 112% power, 38.5 block) Gildanne the steel shield (0 def, 4 armour, 112% power, 38.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 112% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +11 cold When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +4 Fatigue: +8% Damage (Melee): 11 lightning Damage when hit (Melee): 5 lightning On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +1 Dex / +4 Mag / +2 Wil / +1 Con Changes resistances: +9% acid / +11% cold Talent granted: +1 Block Handheld deflection devices. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | wrathful iron shield of resistance (0 def, 2 armour, 98% power, 22 block) wrathful iron shield of resistance (0 def, 2 armour, 98% power, 22 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (radius 2) on crit: +10 light / +11 fire When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Deals 116 light and fire damage to each enemy blocked Changes resistances: +5% acid / +6% light / +11% fire / +5% lightning / +5% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | Cinderpython the linen cloak (1 def, 0 armour) Cinderpython the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Con Changes resistances: +9% acid Changes resistances penetration: +5% fire Only die when reaching: -20.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Duathelrupture the steel mail armour (9 def, 13 armour) Duathelrupture the steel mail armour (9 def, 13 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +9 (+6 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% acid / +25% cold Changes damage: +3% darkness Allows you to breathe in: water Spell save: +3 (+1 eff.) Mental save: +13 (+5 eff.) Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Inventory
wild infusion of the psychic (res 29%; physical; dur 2; cd 14) wild infusion of the psychic (res 29%; physical; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; physical; dur 2; cd 10) wild infusion of the warrior (res 23%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 24%; physical; dur 3; cd 14) wild infusion of the warrior (res 24%; physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 30%; physical; dur 2; cd 12) wild infusion of the wizard (res 30%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 87; cd 14) shatter afflictions rune of the wizard (absorb 87; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 251; dur 3; cd 14) shielding rune of the wizard (absorb 251; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Veletira the copper amulet Veletira the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Changes stats: +5 Con Changes resistances: +15% mind Amulets make your neck look great! |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
Isyminn IsyminnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% mind / +6% acid Changes resistances penetration: +5% acid Changes damage: +10% mind Rings make your fingers look great! |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
steel ring 'Searusher' steel ring 'Searusher'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 6 mind Changes stats: +6 Str / +7 Con Changes resistances: +12% blight Changes damage: +12% blight / +3% fire Spell save: +12 (+5 eff.) Maximum stamina: +13.00 Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Mayykira the rough leather belt Mayykira the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +5 (+4 eff.) Changes resistances: +9% fire Changes damage: +3% physical Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Phoenixwilter the pair of iron boots (0 def, 3 armour) Phoenixwilter the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes damage: +3% arcane / +3% fire Critical mult.: +10.00% Physical save: +12 (+6 eff.) Mental save: +10 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 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 'Furnacequench' (0 def, 3 armour) pair of iron boots 'Furnacequench' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes resistances: +13% fire / +6% cold Changes resistances penetration: +5% mind Changes damage: +3% darkness / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulogolin (5 def, 1 armour) Fulogolin (5 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Defense: +5 (+4 eff.) Fatigue: +1% Damage (Melee): 5 fire Changes resistances: +6% temporal / +5% fire Changes resistances penetration: +10% temporal Changes damage: +3% fire When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Grinyyakor the Gloomreaper (0 def, 2 armour) =Cun= Grinyyakor the Gloomreaper (0 def, 2 armour) =Cun=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +8 Cun / +1 Wil Changes damage: +3% darkness / +9% mind Physical save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +32% When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.44 to 94.32 lightning damage (62.88 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Lightseam the iron shield (0 def, 2 armour, 97% power, 21.5 block) Lightseam the iron shield (0 def, 2 armour, 97% power, 21.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +16 light When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% cold / +9% light / +5% arcane Talent granted: +1 Block Light radius: +1 Handheld deflection devices. |
flaming iron shield of temporal resistance (+11%) (0 def, 2 armour, 98% power, 19 block) flaming iron shield of temporal resistance (+11%) (0 def, 2 armour, 98% power, 19 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 5 fire Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 1 fire Changes resistances: +11% temporal Talent granted: +1 Block Handheld deflection devices. |
iron shield of the stars (0 def, 2 armour, 98% power, 19.5 block) iron shield of the stars (0 def, 2 armour, 98% power, 19.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 99% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (Melee): +11 light / +12 darkness When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +2 Cun / +1 Mag Changes resistances: +11% light / +10% darkness Changes damage: +11% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
172 alchemist agate 172 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Anyroddahad the iron pickaxe (dig speed 30 turns) Anyroddahad the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +25 (+8 eff.) Changes stats: +3 Cun / +1 Str Changes damage: +3% mind Maximum psi: +30.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 39 turns) iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Alyrab' (dig speed 29 turns) iron pickaxe 'Alyrab' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% mind Changes damage: +3% mind Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betodavea BetodaveaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Pinning immunity: +10% Light radius: +6 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 99.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern 'Curestinger' brass lantern 'Curestinger'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +20 (+11 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% Damage when hit (Melee): 2 acid Changes stats: +1 Str Maximum life: +43.00 Light radius: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered 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. |
iron torque of mindblast 'Abyssterror' [power 105] (15 cooldown) iron torque of mindblast 'Abyssterror' [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Light radius: +1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Stonny the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 10:10 see stats
By Stonny the Dwarf Stone Warden level 20
24th Wealth 122nd year of Ascendancy at 15:50 see stats
By Stonny the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 08:04 see stats
By Stonny the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 11:12 see stats
By Stonny the Dwarf Stone Warden level 19
39th Profit 122nd year of Ascendancy at 15:57 see stats
By Stonny the Dwarf Stone Warden level 17
36th Profit 122nd year of Ascendancy at 07:01 see stats
By Stonny the Dwarf Stone Warden level 21
6th Dearth 122nd year of Ascendancy at 07:13 see stats
Log
Today is the 6th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:58.
Talent Create Tinker is ready to use.
Talent Nature's Balance is ready to use.
Talent Earth's Eyes is ready to use.
Your summoned Crystaline Half (Stonny) disappears.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!