











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Qlass Pack 1.6.7Adds 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: Items Vault 1.6.0Donators/Buyers bonus! Grove Keeper 1.6.7Adds 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. 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. Heartstalker - Psionic Class 1.6.7Adds 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. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Verdant Class Pack 1.6.7Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Phoenix Knight |
| Level / Exp | 23 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 7 on the 79th Pyre 122nd year of Ascendancy at 03:54 0 / 6Killed by black crystal at level 9 on the 6th Mirth 122nd year of Ascendancy at 10:34 Killed by Vorydhevena the broken golem at level 17 on the 1st Allure 123rd year of Ascendancy at 15:59 Killed by Vorydhevena the broken golem at level 17 on the 1st Allure 123rd year of Ascendancy at 17:54 Killed by Urkis, the High Tempest at level 23 on the 2nd Pyre 123rd year of Ascendancy at 21:56 Killed by Urkis, the High Tempest at level 23 on the 3rd Pyre 123rd year of Ascendancy at 00:13 |
Primary Stats
| Strength | 58 (base 31) |
| Dexterity | 17 (base 10) |
| Constitution | 45 (base 33) |
| Magic | 56 (base 33) |
| Willpower | 45 (base 24) |
| Cunning | 28 (base 10) |
Resources
| Life | -267/651 |
| Essence | 20/190 |
| Healing Factor | 1.4078577511205 |
| Regeneration | 91.248308344591 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 47 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +15% |
| Temporal | +15% |
| Blight | +15% |
| Arcane | +15% |
| Physical | +15% |
| All | +6% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 32 (46%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 9 |
| Physical Save | 45 |
| Spell Save | 47 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 17%( 74%) |
| Physical | + 7%( 74%) |
| Cold | + 13%( 62%) |
| All | + 6%( 74%) |
| Darkness | + 12%( 74%) |
| Light | + 57%( 92%) |
| Temporal | + 16%( 74%) |
| Fire | + 64%( 92%) |
| Lightning | + 32%( 74%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 18% |
| Fear Resistance | 27% |
| Knockback Resistance | 50% |
| Poison Resistance | 20% |
| Blind Resistance | 37% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Phoenix Ascendance | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Spell / Phoenix Fire | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phoenix Light | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Flexible Combat Training | 1.50 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Spell / Wild Magic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Effects
| talent | Eldritch Combat |
| talent | Wildcast |
| detrimental effect | The target is in the center of a lightning hurricane, doing 41.76 to 125.29 lightning damage to itself and others around every turn. Hurricane |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 50.08 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by luminous horror. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
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 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. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 32. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. | 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! | active |
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 | Armevon (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +2 Wil / +3 Cun / +3 Con Changes resistances: +9% lightning / +8% temporal Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
| Light source | brass lantern 'Flamepierce'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 14 fire Changes resistances: +6% blight / +5% fire Changes damage: +6% blight Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | bladed iron helm of knowledge (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Cun / +2 Wil Mindpower: +3 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 249.7 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven dwarven-steel pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Adidheba the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +6 Defense: +10 (+3 eff.) Changes resistances: +1% physical Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Rings can have magical properties. |
| On fingers | steel garnet ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Cun / +5 Wil Changes damage: +6% all Spell crit. chance: +3% Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Rings can have magical properties. |
| Around waist | FlashticklerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Damage when hit (Melee): 2 lightning Changes stats: +2 Con Changes resistances penetration: +15% physical Changes damage: +9% temporal Mental save: +5 (+1 eff.) Only die when reaching: -60.00 life Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Islyritta the Carrionstar (27.5-41.25 power, 2 apr)Requires: - Magic 16 - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stats: 120% Mag, 18% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +4 nature When wielded/worn: Defense: +30 (+9 eff.) Changes stats: +7 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +7 Con Changes damage: +9% light Physical save: +3 (+1 eff.) Blindness immunity: +10% Poison immunity: +20% Massive two-handed mauls. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 6% Dex, 6% Cun, 120% Mag, 6% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 152.28 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | dwarven-steel mail armour 'Kindlebender' (3 def, 8 armour)Requires: - Heavy armour training - Magic 28 - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +3% temporal / +6% darkness / +6% blight / +3% fire / +9% cold Life regen: +2.30 Stamina each turn: +0.80 A suit of armour made of mail. |
| Cloak | spellcowled cashmere cloak of Eldoral (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Dex / +2 Mag / +2 Wil / +2 Cun Spell save: +8 (+3 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Cracklemarrow'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +4 Wil Changes resistances: +9% lightning Changes resistances penetration: +5% blight Changes damage: +9% lightning / +9% physical / +9% arcane / +3% blight Mental save: +11 (+3 eff.) Confusion immunity: +18% Mindpower: +8 (+2 eff.) Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (330.00 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 379.50 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. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 17; resist 18%; move 44%; dur 5; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 44% faster, and you are invisible (power 17). 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. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (154). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
starseer's steel amulet of magic (+5)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +5% darkness / +4% temporal / +4% light / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
steel garnet ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +5% nature / +8% blight Changes damage: +6% all Poison immunity: +13% Disease immunity: +12% Spell crit. chance: +3% Mental crit. chance: +3% Rings can have magical properties. |
titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
wizard's copper ring of fire (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% fire Changes damage: +11% fire Spell save: +6 (+2 eff.) Rings can have magical properties. |
iron battleaxe (14-21 power, 1 apr)Requires: - Magic 11 - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stats: 120% Mag, 18% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
slime-covered iron battleaxe of massacre (20.5-30.75 power, 1 apr)Requires: - Magic 11 - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stats: 120% Mag, 18% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 62% Massive two-handed battleaxes. |
balanced steel greatsword of erosion (23.5-37.6 power, 2 apr)Requires: - Magic 16 - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 120% Mag, 18% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+3 eff.) Disarm immunity: +31% Massive two-handed swords. |
balanced steel greatsword of massacre (35-56 power, 2 apr)Requires: - Magic 16 - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 120% Mag, 18% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+2 eff.) Disarm immunity: +28% Massive two-handed swords. |
plaguebringer's steel greatsword of daylight (22-35.2 power, 2 apr)Requires: - Magic 16 - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stats: 120% Mag, 18% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +10 blight / +12 light Damage against: +10% Undead When wielded/worn: Disease immunity: +21% Massive two-handed swords. |
Volcanic Slasher (15-21 power, 5 apr)Requires: - Magic 16 - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stats: 100% Mag, 15% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Damage (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
Vine Whip (21-23.1 power, 5 apr)Requires: - Magic 20 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 21.0 - 23.1 Uses stats: 100% Mag, 15% Dex Damage type: Entangle Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 125% It can be used to pull an enemy into melee range Activation costs 20 power out of 40/40. This whip feels like a living plant, but is oddly stretchy |
insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% fire / +5% cold Maximum encumbrance: +20 A belt that goes around your waist. |
thick linen cloak of Eldoral (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 stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Wil Physical save: +7 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isetta the Coalquencher (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Damage when hit (Melee): 6 darkness / 4 arcane Changes resistances: +3% lightning Changes resistances penetration: +10% darkness / +5% arcane Changes damage: +5% physical When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 6% Cun, 6% Str, 120% Mag, 6% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent masteries: +0.20 Wild-gift / Slime +0.20 Wild-gift / Mud Slinger +0.20 Wild-gift / Treekin +0.20 Wild-gift / Botany Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 6% Dex, 6% Cun, 120% Mag, 6% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 6% Str, 6% Dex, 120% Mag, 6% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 mind Changes stats: +3 Mag Changes resistances: +5% mind Changes damage: +3% arcane / +3% mind When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 6% Str, 6% Dex, 120% Mag, 6% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (Melee): +5 arcane Damage (radius 2) on crit: +7 arcane / +11 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Dawnvault (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 fire Changes resistances: +9% fire Changes resistances penetration: +10% light Changes damage: +9% cold Light radius: +2 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% nature Changes damage: +11% nature A pointy cloth hat, very wizardly... |
rough leather cap of strength (+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 Str A cap made of leather. |
radiant steel mail armour of the deep (2 def, 7 armour)Requires: - Heavy armour training - Magic 20 - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +6% acid / +7% cold / +11% darkness / +13% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
11 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 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hailbreak (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Cun / +5 Mag Changes resistances: +9% cold / +11% nature / +6% mind Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Infernocutter the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +1 Str Changes resistances: +9% fire Changes resistances penetration: +25% fire Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Temporal Wyrm HeartPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
5 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. |
3 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. |
9 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. |
6 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. |
7 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
Exterminator
Killed 1000 creatures.By Val the Cornac Phoenix Knight level 18
6th Allure 123rd year of Ascendancy at 20:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Val the Cornac Phoenix Knight level 20
52nd Regrowth 123rd year of Ascendancy at 04:28 see stats
Level 10
Got a character to level 10.By Val the Cornac Phoenix Knight level 10
6th Mirth 122nd year of Ascendancy at 21:29 see stats
Level 20
Got a character to level 20.By Val the Cornac Phoenix Knight level 20
50th Regrowth 123rd year of Ascendancy at 18:21 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Val the Cornac Phoenix Knight level 16
57th Dusk 122nd year of Ascendancy at 11:00 see stats
Size matters
Did over 600 damage in one attack.By Val the Cornac Phoenix Knight level 23
2nd Pyre 123rd year of Ascendancy at 19:22 see stats
That was close
Killed your target while having only 1 life left.By Val the Cornac Phoenix Knight level 16
57th Dusk 122nd year of Ascendancy at 08:17 see stats
The secret city
Discovered the truth about mages.By Val the Cornac Phoenix Knight level 23
2nd Pyre 123rd year of Ascendancy at 07:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Val the Cornac Phoenix Knight level 16
16th Dusk 122nd year of Ascendancy at 16:32 see stats
Log
Val receives 33 healing from Val's healing area effect.
Thunderstorm hits Val for 40 lightning damage.
Val is dazed!
Urkis, the High Tempest casts Freeze.
Urkis, the High Tempest's spell attains critical power!
Val is not dazed anymore.
Val resists!
Val stops rejuvenating.
Val hits Val for 12 healing, 12 healing (0 total damage) [23 healing].
Urkis, the High Tempest hits Val for 344 cold damage.
Hurricane from Urkis, the High Tempest hits Val for 80 lightning damage.
Val performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest teleports some damage to Val!
Val hits Urkis, the High Tempest for 199 physical, 3 nature, (26 teleported), 0 physical, (3 teleported), 0 nature (202 total damage).
Val hits Val for 12 healing, 26 teleported, 3 healing, 3 teleported, 10 healing, 10 healing (29 total damage) [34 healing].
Eldritch Combat hits Urkis, the High Tempest for (10 teleported), 0 light, (10 teleported), 0 light (0 total damage).
Eldritch Combat hits Val for 10 teleported, 10 teleported (19 total damage).
Burning from Val hits Urkis, the High Tempest for 5 fire damage.
Val receives 12 healing.
Thunderstorm hits Val for 38 lightning damage.
Val shrugs off Urkis, the High Tempest's 'Dazed'!
Urkis, the High Tempest casts Lightning.
Val receives 12 healing.
Urkis, the High Tempest hits Val for 264 lightning damage.
Val the level 23 cornac phoenix knight was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
The Hurricane around Val dissipates.
Val deactivates Wildcast.
Val stops regenerating health quickly.
Val deactivates Eldritch Combat.
















































