Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Trapmaker Class 1.7.4Adds the Trapmaker class. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Steel Drakes 1.7.6Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Damblis Race 1.7.6Adds the Damblis, a race of humans developed during the Age of Allure, though not as well known as the Higher. During the heights of human and halfing power, many nobles sought entertainments of all variety: comical, martial... sensual. One particualr noble house began to curate beauty and charisma among their subjects, using any means they could, leading to the creation of the Damblis humans. While the details of the process that led to their refinement are unknown, the results were unquestionable: a breed of humans possessing unmatched beauty and charm, able to beguile any who so much as looked upon them. Some say their allure goes beyond mere physical beauty and swear they entrance others by caressing their inner thoughts with mental powers beyond understanding. 1. Dressed to Kill: Once per turn when an enemy sees you they must save against your mindpower or suffer mind damage. The damage can not be reduced by mental save and can be a mental critical hit. Your mindpower for this check is boosted based on your equipped rings, necklace, and belt. Enemies of rank Normal and lower will simply die instead of taking damage. 2. Stunning Looks: Enemies within a cone with a radius equal to your vision range must make a physical save against your mindpower or become stunned for several turns. 3. Irresistible: Enemies who can see you but are not adjacent to you suffer from a stacking affliction which reduces their saves, defense, and resistance to all damage. 4. Take it Off: All enemies who can see you when you sustain this talent will suffer from talent failure chance so long as they can still see you and you continue to sustain the talent. Requires a belt. Full details on the forum page. Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. 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.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Inferno Race Pack 1.7.0Adds a collection of my races. 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: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. 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:
Deathknight Compatibility Patch 1.7.0Fixes compatibility issues between Deathknight and other addons. Fixed conflict with Frost Invoker's frost tree. (https://te4.org/games/addons/tome/frost_invoker) Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! 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 Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 14 / 81% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 15 (base 12) |
Dexterity | 35 (base 35) |
Constitution | 17 (base 12) |
Magic | 12 (base 12) |
Willpower | 16 (base 12) |
Cunning | 36 (base 34) |
Resources
Life | 335/335 |
Stamina | 134/134 |
Equilibrium | 0 |
Healing Factor | 1.282941519274 |
Regeneration | 5.1959131530596 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +23.404232450417% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 36 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +1% |
Fire | +1% |
Light | +20% |
Offense: Damage Penetration
Light | +10% |
Temporal | +6% |
Defense: Base
Armour (hardiness) | 5 (44.574340358689%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 19 |
Mental Save | 28 |
Defense: Resistances
Light | + 30%( 70%) |
Acid | + 2%( 70%) |
Fire | + 2%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Pinning Resistance | 47% |
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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Power user | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Toolsmithing | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Imbuing | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Swordsmanship | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Footwork | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spring Attack |
talent | Charm Combat |
beneficial effect | Target has +18 defense, +23% resistance to stuns, +47% resistance to pins, and takes 14% less direct damage Moving Target |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 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. 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 have explored the Sandworm Lair and vanquished their Queen. * 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 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 |
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
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.(62 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
On fingers | psionicist's copper ring of war psionicist's copper ring of warCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Wil / +3 Con Mental save: +4 (+2 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Flurry (costing 26 power out of 30/30) : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 67% damage. Rings make your fingers look great! |
Around neck | copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets make your neck look great! |
In main hand | Oblivion (17-24 power, 3 apr) Oblivion (17-24 power, 3 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Dex Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.2% Attack speed: 100% When this weapon hits: Fire Breath (2% chance level 2). On weapon hit: * Inflicts stacking confusion on the target (power 4, max 50) for 3 turns Damage (Melee): +5 temporal Damage (radius 1) on hit: +5 mind Damage (radius 2) on crit: +2 fire When wielded/worn: Damage (Melee): 2 fire Changes resistances: +2% fire Changes resistances penetration: +6% temporal Changes damage: +1% fire When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 100% Str Damage type: Physical It can be used to assault the target's mind, dealing 42 mind damage and attempting to reduce their mind save by 3 for 5 turns Activation costs 13 power out of 15/15. Augment level: 1.0 Crafted by: Alya Sharp, long, and deadly. |
On hands | Golden Touch (0 def, 0 armour) Golden Touch (0 def, 0 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Damage (Melee): 10 light Changes stats: +20 Lck Changes resistances penetration: +10% light Changes damage: +10% light When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Golden Aura (7% chance level 3). There are those to whom the right touch comes naturally and unthinkingly. With a wave of their hand, or the tiniest nudge of a finger, all falls neatly into order, as though it were always meant to be so. The rest of us may don these golden fae-woven silk gloves. |
In off hand | Entropy (14-20 power, 3 apr) Entropy (14-20 power, 3 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Dex Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.2% Attack speed: 100% When this weapon hits: Corrosive Breath (2% chance level 2). On weapon hit: * Leaves behind burning slag behind on the target's tile, dealing 10 fire damage to any standing on it for 3 turns. On weapon crit: * Strike your target with a blast of Fire dealing 48 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (Melee): +9 fire burn Damage (radius 2) on crit: +2 acid Damage against: +5% Vermin / +5% Spiderkin When wielded/worn: Damage (Melee): 2 acid Changes resistances: +2% acid Changes damage: +1% acid Critical mult.: +10.00% When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 100% Str Damage type: Physical It can be used to Unleashes a wave of molten metal in a radius 5 cone, dealing 43 fire damage over 3 turns and leaving behind burning slag which deals 8 fire damage for 3 turns Activation costs 13 power out of 15/15. Augment level: 1.0 Crafted by: Alya Sharp, long, and deadly. |
Cloak | regal linen cloak of protection (1 def, 0 armour) regal linen cloak of protection (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Spell save: +6 (+3 eff.) Mental save: +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +3.80 Maximum life: +38.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
wild infusion of the psychic (res 19%; magical, mental; dur 2; cd 15) wild infusion of the psychic (res 19%; magical, mental; dur 2; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% 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. |
biting gale rune of the wizard (damage 56; dur 4; cd 15) biting gale rune of the wizard (damage 56; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 56.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
stormshield rune of the titan (threshold 1; blocks 2; dur 4; cd 17) stormshield rune of the titan (threshold 1; blocks 2; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 1 up to 2 times. Its effects scale with your Constitution 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. |
3 agate 3 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 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. |
antique component (ranged) antique component (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 temporal Affinity: ranged Components can be used to enhance items being crafted! |
arcing short component (staff) arcing short component (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Changes weapon from two-handed to one-handed Affinity: staff This component can never be added to items which do not match its affinity. Unique Ego Components can be used to enhance items being crafted! |
blazing component (ammo) blazing component (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 8 - 33 fire Burst on crit (radius 2): 5 - 15 fire Affinity: ammo Components can be used to enhance items being crafted! |
charged component (ranged) charged component (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 lightning Affinity: ranged Components can be used to enhance items being crafted! |
chilling component (melee) chilling component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 30 cold Affinity: melee Components can be used to enhance items being crafted! |
component of alchemy (robes) component of alchemy (robes)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% acid * +10% - +20% physical * +10% - +20% cold * +10% - +20% fire Changes damage: * +5% - +25% acid * +5% - +25% physical * +5% - +25% cold * +5% - +25% fire Cooldown Reduction: * Refit Golem 2 turns - 6 turns Affinity: robes Components can be used to enhance items being crafted! |
component of cold resistance (body) component of cold resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: body Components can be used to enhance items being crafted! |
component of cold resistance (shield) component of cold resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: shield Components can be used to enhance items being crafted! |
component of constitution (amulet) component of constitution (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: amulet Components can be used to enhance items being crafted! |
component of dampening (melee) component of dampening (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% cold * +7% - +17% fire * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of daylight (melee) component of daylight (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 light Damage against: +5% - +30% Undead Affinity: melee Components can be used to enhance items being crafted! |
component of fire resistance (body) component of fire resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
component of illumination (staff) component of illumination (staff)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Defense: +5 - +15 Light radius: +2 - +5 Use talent when activated: Illuminate level 1 - 2 Puts all charms on cooldown for 6 turns Affinity: staff Components can be used to enhance items being crafted! |
component of lightning resistance (body) component of lightning resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: body Components can be used to enhance items being crafted! |
component of massacre (melee) component of massacre (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of mindblast (torque) component of mindblast (torque)0.00 Encumbrance. Modifies crafted object: When activated: Blast the opponent's mind dealing mind damage and silencing them Puts all charms on cooldown for 15 turns Affinity: torque This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
component of persecution (melee) component of persecution (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unnatural While equipped: Changes stats: * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
component of storms (mindstar) component of storms (mindstar)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Damage (melee): 4 - 20 lightning Changes stats: * +1 - +7 Str * +1 - +7 Dex * +1 - +7 Mag * +1 - +7 Wil * +1 - +7 Cun * +1 - +7 Con Changes resistances: * +4% - +20% lightning Changes resistances penetration: * +4% - +20% lightning Changes damage: * +4% - +20% lightning Affinity: mindstar Components can be used to enhance items being crafted! |
component of torment (melee) component of torment (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: On hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
component of warding (staff) component of warding (staff)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: While equipped: Armour: +4 - +8 Defense: +4 - +8 Maximum wards: * +2 of staff elemental bonus Learn talent(s): * +1 - +5 Ward Affinity: staff This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
defiled component (hands) defiled component (hands)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Accuracy: +5 - +15 Damage conversion: 10% blight, 10% physical While equipped: Damage (melee): 3 - 8 blight, 3 - 8 physical Changes damage: * +2% - +7% blight * +2% - +7% physical Physical save: +5 - +10 Affinity: hands Components can be used to enhance items being crafted! |
flaming component (melee) flaming component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
2 hateful component (melee) 2 hateful component (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
insulating component (belt) insulating component (belt)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: belt Components can be used to enhance items being crafted! |
jade component (amulet) jade component (amulet)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +1 - +5 Cun * +1 - +5 Dex Changes resistances: * +5% - +15% acid Affinity: amulet Components can be used to enhance items being crafted! |
mule's component (ring) mule's component (ring)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Maximum encumbrance: +20 - +40 Affinity: ring Components can be used to enhance items being crafted! |
plaguebringer's component (melee) plaguebringer's component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight Talent on hit: Epidemic (20% chance). On hit: * 5 - 20% chance to reduce strength, dexterity, and constitution by 7 While equipped: Disease immunity: +10% - +35% Affinity: melee Components can be used to enhance items being crafted! |
runescribed component (melee) runescribed component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Affinity: melee Components can be used to enhance items being crafted! |
serrated component (melee) serrated component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: On hit: * 25% chance to afflict the target with Bleed, causing 126 Physical damage over 5 turns. While equipped: Changes damage: * +5% - +20% physical Affinity: melee Components can be used to enhance items being crafted! |
temporal component (hands) temporal component (hands)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 5 - 15% chance to gain 10% of a turn (3/turn limit) While equipped: Damage (melee): 5 - 20 temporal Damage (ranged): 5 - 20 temporal Changes resistances: * +5% - +15% temporal Changes damage: * +3% - +11% temporal Affinity: hands Components can be used to enhance items being crafted! |
thaumetic component (amulet) thaumetic component (amulet)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +1 - +5 Wil * +1 - +5 Mag Changes resistances: * +5% - +15% arcane Affinity: amulet Components can be used to enhance items being crafted! |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 172 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. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
2 citrine 2 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. |
3 zircon 3 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 Alya the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 01:24 see stats
By Alya the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 01:36 see stats
By Alya the Cornac Adventurer level 14
1st Flare 122nd year of Ascendancy at 10:55 see stats
Log
Today is the 3rd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
There is a The road to Derth here (press '' or right click to use).
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 5th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 6th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 7th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
There is a Shatur (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Lore found: Lament for Lands now Lost
You can read all your collected lore in the game menu, by pressing Escape.
There is an exit to the worldmap here (press '' or right click to use).
There is a Shatur (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.