Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Qlass Pack 1.7.2Adds 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: 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.
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Resonably Generous Levels 1.6.7Is resonably generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (9 at level 2) and (6 at level 3 to 15) 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:
Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Xorn |
| Class | High Guard |
| Level / Exp | 28 / 36% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 63 (base 48) |
| Dexterity | 41 (base 30) |
| Constitution | 33 (base 17) |
| Magic | 119 (base 60) |
| Willpower | 44 (base 11) |
| Cunning | 87 (base 48) |
Resources
| Life | 1005/1005 |
| Mana | 403/403 |
| Healing Factor | 2.2426523629749 |
| Regeneration | 0.5606630907437 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 22 |
Offense: Mainhand
| Damage | 197 |
| Accuracy | 80 |
| Crit Chance | 54% |
| APR | 57 |
| Speed | 1.00 |
| Damage | 197 |
| Accuracy | 80 |
| Crit Chance | 54% |
| APR | 57 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | |
| Damage | 35 |
| Accuracy | 80 |
| Crit Chance | 54% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Arcane | +5% |
| Cold | +15% |
| All | 0% |
| Lightning | +9% |
| Light | +35% |
| Temporal | +25% |
| Physical | +52% |
| Fire | +25% |
| Darkness | +25% |
Offense: Damage Penetration
| Mind | +10% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 86.938496064093 (66.643360623267%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 39.47761920161 |
| Physical Save | 42 |
| Spell Save | 61 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 70%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 54%( 70%) |
| Physical | + 48%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Silence Resistance | 55% |
| Fear Resistance | 0% |
| Disarm Resistance | 78% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% 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. |
| Runes | Effective talent level: 2.5 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 695 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 499% 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 Constitution stat. |
Class Talents
| Spell / Sorcerous might | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Spell / Mage adept | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Battle channeling | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Battlemage | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Magical assault | 1.50 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Phasing | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Xorn | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/3 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Medic | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blinkguard |
| talent | Deepsight |
| talent | Boltfury |
| talent | Defensive Posture |
| talent | Eldritch Empowerment |
| beneficial effect | Armor increased by 28, deals 100 ice damage when hit in melee. Elemental Surge: Cold |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 538. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | 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.(101 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| On hands | alchemist's hardened leather gloves of war-making (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Damage (Melee): 5 acid / 4 fire / 4 cold / 4 lightning Changes stats: +2 Mag / +2 Wil Critical mult.: +7.00% Spell crit. chance: +7% Mental crit. chance: +6% 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. |
| On hands | hardened leather gloves 'Blastresolve' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Changes stats: +2 Dex / +5 Mag / +7 Wil / +1 Cun / +6 Con Changes resistances: +5% arcane / +3% lightning Changes damage: +5% arcane Spellpower: +7 (+1 eff.) See invisible: +9 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. |
| Tool | sapper's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +3 Cun Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Arugoleg the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Mag Changes resistances penetration: +10% mind Critical mult.: +20.00% Spell save: +8 (+2 eff.) Maximum psi: +20.00 Mental crit. chance: +7% Rings make your fingers look great! |
| On fingers | Anyruistir the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +8 Cun / +1 Dex Changes resistances: +26% acid / +1% physical Changes damage: +13% acid Maximum stamina: +20.00 Rings make your fingers look great! |
| On fingers | steel ring 'Amulatharab'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +6% blight Physical save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum life: +23.00 Rings make your fingers look great! |
| On fingers | Emusevea the BlazeticklerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +4 Mag Changes resistances: +5% arcane / +15% lightning Changes resistances penetration: +10% arcane Changes damage: +9% lightning / +18% acid Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
| Around neck | copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Critical mult.: +11.00% Amulets make your neck look great! |
| In main hand | infernal elven-wood magestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +19 (+4 eff.) Spell crit. chance: +4% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
| In main hand | greater elven-wood starstaff of might (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical / +25% temporal / +25% darkness / +25% light Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | hardened leather belt 'Cyrota'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% fire / +5% arcane / +10% cold Critical mult.: +10.00% Maximum vim: +50.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +4% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In off hand | Fulerin the stralite shield (0 def, 8 armour, 52-63 power, 133 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +133 On weapon hit: * 20% chance to reduce armor by 46% * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +8 acid / +10 fire / +25 light When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +8 Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 46% On shield block: * Deals 197 light and fire damage to each enemy blocked Changes stats: +2 Str / +3 Dex Changes resistances: +20% cold / +8% light / +11% fire Talent granted: +1 Block Handheld deflection devices. |
| In off hand | Bokichak the steel ritual blade (10-12 power, 6 apr) Bokichak the steel ritual blade (10-12 power, 6 apr)Requires: - Magic 14 - Dexterity 14 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 2 Base power: 9.5 - 12.3 Uses stats: 95% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +4.0% Attack speed: 100% Damage conversion: 8% blinding physical When wielded/worn: Armour: +2 Changes stats: +5 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +3% lightning / +3% fire Changes damage: +11% physical Spell save: +12 (+3 eff.) N.Energy each turn: +0.20 Only die when reaching: -100.00 life Maximum mana: +9.00 Maximum vim: +20.00 Maximum neg.energy: +24.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Sharp, short and deadly. |
| Cloak | Wildshear (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% nature / +12% cold Critical mult.: +15.00% Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing elven-silk robe of the mountain (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +15% all / +16% physical Changes damage: +16% physical Mana each turn: +0.13 Psi each turn: +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 172; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 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. |
movement infusion (speed 544%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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. 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. |
movement infusion of the warrior (speed 589%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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 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. |
regeneration infusion of the warrior (heal 340; 12 cd)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 340 life over 5 turns. 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. |
Rune of the Rift (326.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 407.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 222; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 3 turns. Its effects scale with your Dexterity 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 sneak (threshold 29; blocks 9; dur 4; cd 12)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 9 times. Its effects scale with your Cunning 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. |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Arimira the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +7 Dex / +6 Mag / +6 Cun / +5 Con Changes resistances: +6% blight Changes resistances penetration: +5% mind Physical save: +19 (+6 eff.) Spell save: +13 (+3 eff.) Mental save: +17 (+4 eff.) Life regen: +4.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
cruel dwarven-steel sceptre of blight (22-31 power, 4 apr) cruel dwarven-steel sceptre of blight (22-31 power, 4 apr)Requires: - Magic 20 - Constitution 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 3 Base power: 22.0 - 30.8 Uses stats: 100% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +6 blight When wielded/worn: Physical crit. chance: +7.0% Changes damage: +11% blight Critical mult.: +20.00% Spellpower: +9 (+2 eff.) Blunt and deadly. |
projecting iron sceptre of cold (12-18 power, 2 apr) projecting iron sceptre of cold (12-18 power, 2 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 12.5 - 17.5 Uses stats: 110% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +7 cold When wielded/worn: Changes damage: +11% cold Spellpower: +3 (+0 eff.) It can be used to project an attack as arcane damage doing 100% weapon damage Activation puts all charms on cooldown for 6 turns. Blunt and deadly. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
storm iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 lightning Changes stats: +2 Dex Changes resistances: +5% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Arcane Guardian Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 343/400. 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 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Mouka the Xorn High Guard level 27
53rd Haze 122nd year of Ascendancy at 10:30 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Mouka the Xorn High Guard level 24
48th Haze 122nd year of Ascendancy at 14:33 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Mouka the Xorn High Guard level 20
30th Haze 122nd year of Ascendancy at 18:18 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mouka the Xorn High Guard level 16
11st Dusk 122nd year of Ascendancy at 16:07 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mouka the Xorn High Guard level 19
18th Dusk 122nd year of Ascendancy at 22:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mouka the Xorn High Guard level 10
2nd Summertide 122nd year of Ascendancy at 16:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mouka the Xorn High Guard level 20
27th Dusk 122nd year of Ascendancy at 05:34 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Mouka the Xorn High Guard level 20
27th Dusk 122nd year of Ascendancy at 07:51 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Mouka the Xorn High Guard level 20
30th Haze 122nd year of Ascendancy at 17:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mouka the Xorn High Guard level 15
8th Dusk 122nd year of Ascendancy at 16:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mouka the Xorn High Guard level 8
3rd Mirth 122nd year of Ascendancy at 10:23 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Mouka the Xorn High Guard level 28
60th Haze 122nd year of Ascendancy at 09:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mouka the Xorn High Guard level 8
5th Mirth 122nd year of Ascendancy at 07:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mouka the Xorn High Guard level 17
12nd Dusk 122nd year of Ascendancy at 04:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mouka the Xorn High Guard level 12
9th Flare 122nd year of Ascendancy at 09:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mouka the Xorn High Guard level 26
53rd Haze 122nd year of Ascendancy at 05:04 see stats
Log
Bleeding from Mouka hits Training Dummy for 411 physical damage.
Mouka surges with light power!
Mouka performs a melee critical strike against Training Dummy!
Mouka performs a melee critical strike against Training Dummy!
Mouka performs a melee critical strike against Training Dummy!
Eldritch Empowerment hits Training Dummy for 308 fire, 308 fire, 355 fire, 308 fire, 308 fire, 355 fire, 355 fire (2297 total damage).
Elemental Surge hits Training Dummy for 1358 light damage.
Mouka hits Training Dummy for 384 physical, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 1371 fire, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 33 acid, 40 fire, 107 light, 1232 physical, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 22 physical, 256 physical, 6 lightning, 34 fire, 25 light, 8 acid, 6 cold, 11 arcane (4230 total damage).
Bleeding from Mouka hits Training Dummy for 782 physical damage.
Mouka performs a melee critical strike against Training Dummy!
Mouka performs a melee critical strike against Training Dummy!
Eldritch Empowerment hits Training Dummy for 308 fire, 308 fire, 355 fire, 355 fire, 308 fire, 355 fire (1989 total damage).
Mouka hits Training Dummy for 1323 physical, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 1248 fire, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 33 acid, 40 fire, 107 light, 428 physical, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 5 physical, 60 physical, 6 lightning, 34 fire, 25 light, 8 acid, 6 cold, 11 arcane (4029 total damage).
Bleeding from Mouka hits Training Dummy for 851 physical damage.
Mouka performs a melee critical strike against Training Dummy!
Mouka surges with icy power!
Mouka performs a melee critical strike against Training Dummy!
Eldritch Empowerment hits Training Dummy for 308 fire, 355 fire, 355 fire, 308 fire, 355 fire, 355 fire (2037 total damage).
Elemental Surge hits Training Dummy for 1193 cold damage.
Mouka hits Training Dummy for 1274 physical, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 363 fire, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 399 physical, 14 lightning, 89 fire, 64 light, 21 acid, 15 cold, 28 arcane, 18 physical, 206 physical, 6 lightning, 34 fire, 25 light, 8 acid, 6 cold, 11 arcane (3044 total damage).
Bleeding from Mouka hits Training Dummy for 957 physical damage.
Eldritch Empowerment hits Training Dummy for 248 fire, 286 fire, 248 fire, 286 fire (1070 total damage).
Mouka hits Training Dummy for 348 physical, 11 lightning, 72 fire, 53 light, 17 acid, 12 cold, 22 arcane, 324 fire, 11 lightning, 72 fire, 53 light, 17 acid, 12 cold, 22 arcane, 347 physical, 11 lightning, 72 fire, 53 light, 17 acid, 12 cold, 22 arcane, 5 physical, 57 physical, 4 lightning, 28 fire, 20 light, 7 acid, 5 cold, 8 arcane (1710 total damage).
Training Dummy is fully armored again.
Bleeding from Mouka hits Training Dummy for 811 physical damage.



























































