








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A 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: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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:
Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 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 | quick |
Mode | Insane Adventure |
Sex | Female |
Race | Moon Fox |
Class | Bladebender |
Level / Exp | 28 / 70% |
Size | medium |
Lifes / Deaths | Killed by disarming trap at level 25 on the 50th Quantumnal 1337th year of Ascendancy at 07:58 3 / 3Killed by fire wyrm at level 27 on the 51st Quantumnal 1337th year of Ascendancy at 11:28 Killed by Elawyn the barrow wight at level 28 on the 52nd Quantumnal 1337th year of Ascendancy at 02:05 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 36 (base 19) |
Constitution | 15 (base 10) |
Magic | 19 (base 10) |
Willpower | 74 (base 59) |
Cunning | 82 (base 60) |
Resources
Life | 538/538 |
Psi | 174/174 |
Healing Factor | 1.1960311219418 |
Regeneration | 3.8871011463107 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 96 |
Accuracy | 57 |
Crit Chance | 68% |
APR | 53 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 57 |
Crit Chance | 68% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Mind | +24% |
Lightning | +16% |
Nature | +16% |
Cold | +21% |
Blight | +16% |
Physical | +13% |
Fire | +23% |
All | +10% |
Offense: Damage Penetration
Lightning | +10% |
Light | +20% |
Physical | +25% |
Cold | +5% |
Fire | +8% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 44 |
Mental Save | 49 |
Defense: Resistances
Blight | + 22%( 70%) |
Physical | + 32%( 70%) |
Cold | + 31%( 70%) |
All | + 11%( 70%) |
Lightning | + 19%( 70%) |
Light | + 14%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 15%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
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 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 629% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Talent perfection | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Psionic / Blade offense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Blade bending | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Blade defense | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. | active |
Equipment
Psionic focus | ![]() Requires: - Cunning 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +2 Changes stats: +6 Str / +4 Dex / +2 Wil / +6 Cun Changes resistances: +9% lightning Changes resistances penetration: +15% light / +10% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +10 (+2 eff.) Changes stats: +1 Str / +4 Wil Changes resistances: +3% darkness Changes resistances penetration: +20% physical Changes damage: +5% mind Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +16% cold Changes damage: +11% cold Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Changes resistances: +5% fire / +9% nature / +6% cold Spell save: +3 (+1 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +1 Str / +5 Wil Changes resistances: +11% nature Changes damage: +6% blight / +6% nature / +9% mind Maximum psi: +10.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +7 Cun / +3 Mag Changes resistances penetration: +5% light Changes damage: +5% all Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Spellpower: +18 (+8 eff.) Mindpower: +13 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +1 Dex Changes resistances: +3% physical Changes resistances penetration: +5% cold Changes damage: +3% physical Critical mult.: +10.00% Stun/Freeze immunity: +20% Life regen: +3.00 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 10 lightning Changes stats: +8 Con Changes damage: +6% lightning Critical mult.: +13.00% Reduces incoming crit damage: 15.00% Maximum hate: +10.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Cunning 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 131% Range: 1.3x Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Defense: +25 (+6 eff.) Changes resistances: +3% light Equilibrium when hit: +0.04 Psi when hit: +0.04 Only die when reaching: -60.00 life Healing mod.: +15% Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +9.0% Physical power: +3 (+1 eff.) Changes stats: +3 Cun / +3 Dex Critical mult.: +5.00% Mental crit. chance: +6% A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 59 fire damage (1/turn) Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +4 Dex / +2 Mag / +2 Con Changes resistances penetration: +8% fire Changes damage: +13% fire Physical save: +6 (+3 eff.) Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +2 (+0 eff.) Changes resistances: +12% blight Changes resistances penetration: +5% physical Reduces incoming crit damage: 15.00% Spell save: +26 (+9 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +20% 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 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +5% all Spellpower: +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. 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. |
![]() 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: 12 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 60 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. 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Physical save: +16 (+8 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Amulets make your neck look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Changes damage: +10% mind Physical save: +6 (+3 eff.) Rings make your fingers look great! |
![]() steel ring 'Demonfoe' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 6 darkness Changes stats: +5 Mag / +6 Wil Changes resistances: +15% blight Changes resistances penetration: +5% darkness Changes damage: +12% darkness Spellpower: +7 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +7 Dex Rings make your fingers look great! |
![]() Firesaw (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Effects on melee hit: * 20% chance to reduce armor by 29% Damage when hit (Melee): 4 acid Changes resistances: +12% fire Changes resistances penetration: +15% arcane / +10% acid Changes damage: +20% lightning / +21% acid Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Fogstar (120% power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances penetration: +10% darkness / +25% mind Changes damage: +32% light / +12% darkness / +24% mind Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Galysus (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Armour: +16 Changes damage: +20% lightning / +12% physical Talent granted: +1 Command Staff Physical save: +12 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Infernoradiance the yew vilestaff (120% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +6% physical / +15% mind / +20% fire Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Torchbreeze (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 4 mind Changes resistances: +6% mind / +18% fire Changes resistances penetration: +20% mind Changes damage: +20% darkness / +12% mind Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() short yew magestaff of fate (120% power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Spellpower: +9 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Chalodralar the dwarven-steel greatmaul (148% power, 2 apr) Requires: - Willpower 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 148% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 29% Damage (radius 1) on hit: +20 mind / +8 arcane When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 4 mind Changes resistances penetration: +25% acid Changes damage: +21% acid / +6% mind Disarm immunity: +46% Massive two-handed mauls. |
![]() Lisuvena (148% power, 2 apr) Requires: - Willpower 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +6% blight / +15% temporal / +6% light Physical save: +12 (+6 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +20% Massive two-handed swords. |
![]() Aredavea the Lightgrinder (107% power, 3 apr) Requires: - Willpower 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +16 light When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Changes resistances: +12% blight / +6% fire / +6% lightning Changes damage: +9% mind Mental save: +18 (+6 eff.) Blindness immunity: +20% Disarm immunity: +29% Light radius: +2 One-handed war axes. |
![]() Requires: - Cunning 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +5 darkness Damage against: +5% Living Sharp, short and deadly. |
![]() Requires: - Cunning 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 135% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +41 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Sharp, short and deadly. |
![]() Gunisarin the ash longbow Requires: - Cunning 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +6 Str / +14 Dex / +8 Mag / +9 Wil / +9 Cun / +8 Con Changes resistances: +6% nature Talent mastery: +0.15 Wild-gift / Fungus Spell save: +3 (+1 eff.) Knockback immunity: +20% It can be used to regenerate 66 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Nightpierce the quiver of ash arrows (21/21, 118% power, 7 apr) Requires: - Cunning 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 118% Range: 1.4x Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to reduce all saves and defense by 33 Damage (Ranged): +24 cold / +20 darkness Damage (radius 1) on hit: +20 darkness / +8 cold Damage (radius 2) on crit: +20 mind / +19 cold Arrows are used with bows to pierce your foes to death. |
![]() Flashterror (0 def, 6 armour, 84.5 block) Requires: - Shield usage training - Willpower 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 10 blight Changes resistances: +20% cold Changes resistances penetration: +15% fire Changes damage: +6% blight / +12% fire Talent granted: +1 Block Handheld deflection devices. |
![]() dwarven-steel shield 'Jetshaper' (0 def, 25 armour, 144 block) Requires: - Shield usage training - Willpower 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Fatigue: +8% Talent granted: +1 Block Teleport immunity: +20% Life regen: +2.00 Maximum life: +100.00 Handheld deflection devices. |
![]() Xinn the Sunrock (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +14% temporal / +9% all Changes resistances penetration: +25% temporal Changes damage: +14% temporal Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Xeretta the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Willpower 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 * 20% chance to reduce armor by 29% Changes stats: +2 Cun Changes resistances: +17% lightning Changes damage: +6% blight Mindpower: +30 (+9 eff.) Mental crit. chance: +5% A suit of armour made of mail. |
![]() Blindhue the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Willpower 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +15% mind / +7% physical Changes resistances penetration: +20% light / +20% mind Changes damage: +9% light / +18% mind Physical save: +16 (+8 eff.) A suit of armour made of mail. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Con Mental save: +6 (+2 eff.) Mana each turn: +0.12 Maximum mana: +21.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +6 Wil / +5 Cun / +2 Con Changes resistances penetration: +25% arcane Damage against: +20% Summoned Reduced damage from: +30% Summoned Critical mult.: +15.00% Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 See invisible: +6 A belt that goes around your waist. |
![]() hardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Mental save: +8 (+2 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Cun / +2 Dex Changes resistances: +9% darkness / +9% acid Changes damage: +6% acid / +9% mind It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
![]() pair of hardened leather boots 'Beloruirach' (0 def, 8 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -6% Changes stats: +2 Mag Changes resistances: +5% acid / +6% fire / +8% cold / +5% arcane / +8% lightning Changes resistances penetration: +5% arcane Changes damage: +18% arcane Maximum encumbrance: +26 Physical save: +8 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 33 * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 darkness Changes resistances: +3% fire Changes resistances penetration: +5% darkness / +5% fire Changes damage: +9% mind Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 61% Damage when hit (Melee): 2 cold Changes stats: +4 Cun / +3 Wil Changes resistances: +12% temporal / +3% fire / +9% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +3 Dex Changes resistances: +6% lightning / +3% physical / +6% light / +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() hardened leather gloves of magic (+4) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Arorim the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +6 Mag / +4 Wil Changes damage: +6% arcane Maximum mana: +100.00 A cap made of leather. |
![]() Getanik the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 10 blight Changes stats: +6 Dex / +2 Wil / +6 Con Changes resistances: +16% darkness Changes damage: +6% temporal Infravision radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
![]() emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Polimira the Festerzephyr, Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +2 Wil / +2 Cun / +1 Con Changes damage: +6% nature Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +7 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. |
![]() 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.(130 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() crystalomancer's iron pickaxe (dig speed 40 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +25.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% fire / +6% mind / +3% darkness Reduces incoming crit damage: 15.00% It can be used to blast the opponent's mind dealing 205 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() dwarven-steel torque of psionic shield 'Glorima' [power 73] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +9 Con Changes resistances penetration: +10% mind / +10% temporal It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Brenomnir [power 206] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% temporal / +9% fire / +9% darkness / +5% arcane Silence immunity: +20% Pinning immunity: +20% It can be used to sting an enemy dealing 239 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +18% acid / +6% nature Spell save: +3 (+1 eff.) Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 212 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() focusing ash totem of stinging [power 176] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 204 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Eloma the ash wand of conjuration [power 190] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Wil / +3 Mag Changes resistances: +9% temporal Changes resistances penetration: +15% arcane Blindness immunity: +20% Maximum life: +40.00 Healing mod.: +10% It can be used to fire a magical bolt dealing 209 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Vastiemi the Moon Fox Bladebender level 10
44th Quantumnal 1337th year of Ascendancy at 01:33 see stats
By Vastiemi the Moon Fox Bladebender level 20
48th Quantumnal 1337th year of Ascendancy at 18:36 see stats
By Vastiemi the Moon Fox Bladebender level 27
51st Quantumnal 1337th year of Ascendancy at 10:45 see stats
By Vastiemi the Moon Fox Bladebender level 27
51st Quantumnal 1337th year of Ascendancy at 11:22 see stats
By Vastiemi the Moon Fox Bladebender level 24
49th Quantumnal 1337th year of Ascendancy at 21:21 see stats
Log
Vastiemi is confused and fails to use Attack.
Your resonance field crumbles under the damage!
The psychic field around Vastiemi crumbles.
Elawyn the barrow wight casts Gelid Host.
Vastiemi slows down.
Talent Telekinetic Grasp is ready to use.
Talent Dig is ready to use.
Talent Mindhook is ready to use.
Burning Shock from Elawyn the barrow wight hits Vastiemi for (32 to blades), 0 cold (0 total damage).
Elawyn the barrow wight hits Vastiemi for (49 to blades), 242 cold (242 total damage).
Elawyn the barrow wight receives 42 healing from Rime Wraith (Gelid Host) from Elawyn the barrow wight.
Elawyn the barrow wight receives 42 healing from Rime Wraith from Elawyn the barrow wight.
Rime Wraith from Elawyn the barrow wight hits Vastiemi for (49 to blades), (28 resonance), 47 cold (47 total damage).
Elawyn the barrow wight receives 4 healing from Eternal Night.
Burning Shock from Elawyn the barrow wight hits Vastiemi for (32 to blades), 0 cold (0 total damage).
Elawyn the barrow wight receives 42 healing from Rime Wraith from Elawyn the barrow wight.
Rime Wraith from Elawyn the barrow wight hits Vastiemi for (49 to blades), 76 cold (76 total damage).
Elawyn the barrow wight receives 42 healing from Rime Wraith (Gelid Host) from Elawyn the barrow wight.
Rime Wraith (Gelid Host) from Elawyn the barrow wight hits Vastiemi for (49 to blades), 76 cold (76 total damage).
Elawyn the barrow wight casts Invoke Darkness.
Elawyn the barrow wight hits Vastiemi for (49 to blades), 215 cold (215 total damage).
Vastiemi the level 28 moon fox bladebender was iced to death by Elawyn the barrow wight on level 7 of Dreadfell.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elawyn the barrow wight killed Vastiemi!
Saving game...
Saving done.
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QUICK Campaign Zones
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Norgos Lair
The Deep Bellow
The Maze
Old Forest: Crystalline
Dreadfell
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Talents: Conversion/Resonance Field
3: Artifact: Tooth of the Mouth
4: Sandqueen Heart: Normal
5: Immunity: Stun