Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 28 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Gyradaba the giant lightning ant at level 27 on the 4th Haze 122nd year of Ascendancy at 14:49 0 / 8Killed by ritch flamespitter at level 27 on the 4th Haze 122nd year of Ascendancy at 20:29 Killed by Gyradaba the giant lightning ant at level 27 on the 4th Haze 122nd year of Ascendancy at 22:37 Killed by war hound at level 27 on the 5th Haze 122nd year of Ascendancy at 02:07 Killed by Emydathra the giant yellow ant at level 27 on the 5th Haze 122nd year of Ascendancy at 02:49 Killed by Xebrelle the water imp at level 28 on the 6th Haze 122nd year of Ascendancy at 13:59 Killed by Arivena the electric eel at level 28 on the 6th Haze 122nd year of Ascendancy at 21:37 Killed by Guvena the water imp at level 28 on the 6th Haze 122nd year of Ascendancy at 22:02 |
Primary Stats
| Strength | 74.7 (base 50) |
| Dexterity | 27 (base 10) |
| Constitution | 49.7 (base 26) |
| Magic | 67.7 (base 50) |
| Willpower | 15 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -895/879 |
| Mana | 327/327 |
| Stamina | 172/206 |
| Positive | 67/91 |
| Healing Factor | 1.3810514337733 |
| Regeneration | 10.623426009068 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +12.462047936636% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 26 |
| Crit Chance | 19% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 10% |
| Speed | 0.88918885823902 |
| Cooldown Reduction | 27.67067492542 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.416050405667 (91.629213483146%) |
| Defense | 30 |
| Ranged Defense | 33 |
| Fatigue | 21 |
| Physical Save | 62 |
| Spell Save | 24 |
| Mental Save | 23 |
Defense: Resistances
| All | + 7%( 77%) |
Defense: Immunities
| Teleport Resistance | 5% |
| Disarm Resistance | 20% |
| Silence Resistance | 10% |
| Confusion Resistance | 45% |
| Knockback Resistance | 20% |
| Stun Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -532 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 0.80 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Righteous Strength |
| detrimental effect | The target is on fire, taking 3.55 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 13 and keeps you from dying even if your life drops to -479. Heroism |
| beneficial effect | Increase light and physical damage by 18%. Righteous Strength |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 12%, reducing spell cooldowns by 28%, and preventing damage over 80% of your maximum life from a single hit. Suncloak |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by war hound. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the repented thief from death by multi-hued crystal. Escort: repented thief (level 3 of Scintillating Caves) | 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 Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | Arthalar the Dimpiety (0 def, 3 armour) Arthalar the Dimpiety (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 38% chance to inflict 15% damage reduction Damage when hit (Melee): 16 light / 20 darkness Changes stats: +6 Dex / +3 Cun / +5 Con Changes resistances: +11% fire / +15% darkness / +11% cold Grants telepathy: Demon/Minor Demon/Major A pair of boots made of leather. |
| Light source | Belalin BelalinInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% nature / +1% physical Physical save: +10 (+2 eff.) Stun/Freeze immunity: +20% Teleport immunity: +5% Light radius: +2 Healing mod.: +11% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 | dwarven-steel helm 'Dairoleg' (0 def, 4 armour) dwarven-steel helm 'Dairoleg' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +9% light / +12% fire / +5% arcane / +16% mind Mental save: +17 (+9 eff.) Confusion immunity: +35% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Earykhad [power 481] (9/10 cooldown) Earykhad [power 481] (9/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Maximum wards: +5 lightning / +4 temporal / +4 blight / +4 fire / +5 cold Changes damage: +3% blight / +3% arcane Talents granted: +1 Ward +5 Void Blast Critical mult.: +10.00% Maximum mana: +40.00 It can be used to fire a bolt of a random element with (base) damage 240 to 481, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 15 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Demonmortal' gold ring 'Demonmortal'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 13% chance to cause random gloom * 17% chance to blind Damage (Melee): 35 light / 7 bleed Effects on ranged hit: * 10% chance to cause random gloom * 20% chance to blind Damage (Ranged): 22 light / 12 bleed Changes stats: +2 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% darkness / +10% temporal Changes damage: +9% darkness / +6% temporal Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +8 (+2 eff.) Mindpower: +8 (+4 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | copper ring 'Skystun' copper ring 'Skystun'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +6% light / +22% fire Changes resistances penetration: +15% lightning Changes damage: +9% light / +11% fire Rings can have magical properties. |
| Around waist | Aryda the hardened leather belt Aryda the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Dex Changes resistances: +6% light Silence immunity: +10% Disarm immunity: +20% Confusion immunity: +10% Maximum life: +52.00 A belt that goes around your waist. |
| In main hand | stralite greatmaul 'Airdredge' (56.5-84.75 power, 3 apr) stralite greatmaul 'Airdredge' (56.5-84.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +24 lightning When wielded/worn: Effects on melee hit: * 25% chance to disease Damage when hit (Melee): 16 arcane / 25 lightning Changes resistances: +15% blight Changes damage: +18% lightning Spell crit. chance: +5% Damage Shield penetration: +30% Massive two-handed mauls. |
| On hands | iron gauntlets 'Fognull' (6 def, 1 armour) iron gauntlets 'Fognull' (6 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +5% physical / +9% darkness / +3% nature Life regen: +1.40 Stamina each turn: +0.60 Maximum stamina: +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Starbreacher the iron plate armour (3 def, 9 armour) Starbreacher the iron plate armour (3 def, 9 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +14% Changes stats: +4 Dex / +4 Mag / +3 Wil Changes resistances: +6% acid / +6% cold Changes damage: +12% light Allows you to breathe in: water A suit of armour made of metal plates. |
| Cloak | Glowsteel the cashmere cloak (15 def, 0 armour) Glowsteel the cashmere cloak (15 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex / +1 Mag / +2 Wil Changes resistances penetration: +10% light Physical save: +15 (+4 eff.) Stamina each turn: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Splendourgasher SplendourgasherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Defense: +11 (+5 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +10 Str / +6 Con Changes resistances: +6% acid / +2% physical Changes resistances cap: +7% all Physical save: +43 (+11 eff.) Blindness immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +20% Life regen: +2.90 Maximum life: +80.00 Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+14 for 9 turns, die at -484) heroism infusion of the warrior (+14 for 9 turns, die at -484)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -484 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. Press to compare to your current inscriptions |
Samorak the copper ring Samorak the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun Changes resistances: +15% nature / +9% acid Critical mult.: +3.00% Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Mag / +3 Con Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
stralite mail armour 'Aeraderion' (17 def, 25 armour) stralite mail armour 'Aeraderion' (17 def, 25 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +25 Defense: +17 (+8 eff.) Fatigue: +16% Changes stats: +6 Str / +5 Cun / +6 Con Changes resistances: +27% cold Mental save: +22 (+11 eff.) Life regen: +0.40 Maximum life: +86.00 A suit of armour made of mail. |
stralite plate armour of thunder (7 def, 13 armour) stralite plate armour of thunder (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+7 eff.) Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +8 Mag / +8 Wil Changes resistances: +18% lightning Spellpower: +22 (+7 eff.) Spell crit. chance: +9% Mindpower: +22 (+11 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Betholaith (1 def, 0 armour) Betholaith (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 acid Changes stats: +2 Str / +5 Mag / +4 Con Changes resistances: +6% acid Reduces incoming crit damage: 10.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 10 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Snow Giant Wraps (0 def, 2 armour) 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 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 174.72 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. |
restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +1.10 Stamina each turn: +0.80 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Eclipsebiter' (1 def, 0 armour) linen wizard hat 'Eclipsebiter' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Defense: +1 (+0 eff.) Changes stats: +2 Dex / +3 Wil / +3 Con Changes resistances: +6% darkness Changes damage: +12% physical Physical save: +6 (+1 eff.) Maximum life: +40.00 A pointy cloth hat, very wizardly... |
Zubywyn the cashmere wizard hat (11 def, 0 armour) Zubywyn the cashmere wizard hat (11 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun / +5 Wil Confusion immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +20% Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of the mind (+12%) (2 def, 0 armour)cashmere wizard hat of the mind (+12%) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% mind Changes damage: +12% mind A pointy cloth hat, very wizardly... |
Urthichik (0 def, 3 armour) Urthichik (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind / 20 temporal Changes resistances: +12% mind / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +6% temporal Physical save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
3 onyx 3 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 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. |
quartz 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
78 alchemist agate 78 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +4 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. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Molddredge the dwarven-steel pickaxe (dig speed 22 turns)Molddredge the dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 20 acid Changes stats: +5 Str / +4 Dex / +4 Con Changes resistances: +12% nature Changes damage: +18% acid Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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), costing 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Burnbrawn [power 247] (9/10 cooldown) Burnbrawn [power 247] (9/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +18% blight / +9% acid / +9% nature / +15% lightning Changes damage: +9% fire It can be used to fire a bolt of a random element with (base) damage 124 to 247, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking yew wand of conjuration [power 277] (9/10 cooldown) striking yew wand of conjuration [power 277] (9/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to fire a bolt of a random element with (base) damage 138 to 277, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dahlia the Cornac Sun Paladin level 16
5th Dusk 122nd year of Ascendancy at 06:58 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Dahlia the Cornac Sun Paladin level 27
2nd Haze 122nd year of Ascendancy at 14:15 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Dahlia the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 13:41 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Dahlia the Cornac Sun Paladin level 20
21st Dusk 122nd year of Ascendancy at 19:32 see stats
Lost in translation (Madness (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dahlia the Cornac Sun Paladin level 11
77th Pyre 122nd year of Ascendancy at 23:01 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dahlia the Cornac Sun Paladin level 22
61st Dusk 122nd year of Ascendancy at 14:28 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Dahlia the Cornac Sun Paladin level 23
64th Dusk 122nd year of Ascendancy at 21:21 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Dahlia the Cornac Sun Paladin level 27
4th Haze 122nd year of Ascendancy at 22:27 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Dahlia the Cornac Sun Paladin level 12
2nd Mirth 122nd year of Ascendancy at 17:03 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Dahlia the Cornac Sun Paladin level 24
72nd Dusk 122nd year of Ascendancy at 17:14 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Dahlia the Cornac Sun Paladin level 19
14th Dusk 122nd year of Ascendancy at 05:40 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Dahlia the Cornac Sun Paladin level 28
6th Haze 122nd year of Ascendancy at 21:37 see stats
Log
You feel a surge of power as a powerful creature falls nearby.
Something hits Dahlia for 216 lightning damage.
Dahlia casts Suncloak.
Dahlia is energized and protected by the Sun!
Burning from Guvena the water imp hits Dahlia for 2 fire damage.
Guvena the water imp converts some damage to Psi!
Bleeding from Dahlia hits Guvena the water imp for 1 to psi, 0 physical (1 total damage).
Lightburn from Dahlia hits Guvena the water imp for 9 to psi, 4 light (14 total damage).
Guvena the water imp receives 2 healing (8 psi heal).
Something hits Dahlia for 150 lightning damage.
Guvena the water imp casts Phase Door.
The spell fizzles!
Dahlia activates her Earykhad!
Guvena the water imp's dream shield has been strengthened by the attack!
Guvena the water imp converts some damage to Psi!
Dahlia hits Guvena the water imp for (22 blocked), 126 to psi, 58 acid (184 total damage).
Talent Vitality is ready to use.
Burning from Guvena the water imp hits Dahlia for 2 fire damage.
Guvena the water imp recovers sight.
The shield around thought-forged bowman crumbles.
Guvena the water imp converts some damage to Psi!
Bleeding from Dahlia hits Guvena the water imp for 1 to psi, 0 physical (1 total damage).
Bleeding from Dahlia hits Thought-forged bowman for (1 absorbed), 0 physical (0 total damage).
Lightburn from Dahlia hits Guvena the water imp for 9 to psi, 4 light (14 total damage).
Guvena the water imp receives 2 healing (8 psi heal).
Guvena the water imp uses Mind Sear.
Guvena the water imp's mind surges with critical power!
Saving game...
