Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.7.0Donators/Buyers bonus! Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. ZOmnibus Addon Pack 1.7.4Combines 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: Mage Knight 1.7.0Adds 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 512% |
Size | medium |
Lifes / Deaths | Killed by Betenor the sandworm at level 16 on the 53rd Haze 122nd year of Ascendancy at 10:40 3 / 4Killed by The Fragmented Essence of Harkor'Zun at level 19 on the 65th Haze 122nd year of Ascendancy at 11:00 Killed by Bethidhedawen the skeleton warrior at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 09:10 Killed by Gata the skeleton archer at level 27 on the 76th Regrowth 123rd year of Ascendancy at 08:06 |
Primary Stats
Strength | 59 (base 51) |
Dexterity | 66 (base 57) |
Constitution | 84 (base 49) |
Magic | 69 (base 40) |
Willpower | 50 (base 37) |
Cunning | 72 (base 53) |
Resources
Life | 1832/1832 |
Mana | 363/363 |
Stamina | 406/406 |
Positive | 346/346 |
Healing Factor | 1.687682368262 |
Regeneration | 64.29661863144 |
Speed
Mental | +20.765689694893% |
Attack | 0% |
Movement | +25% |
Spell | +20.765689694893% |
Global | +130.07221286943% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 101.90957390313 |
See Invisible | 126.78394024086 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 208 |
Accuracy | 64 |
Crit Chance | 41% |
APR | 39 |
Speed | 0.83 |
Offense: Offhand
Damage | 184 |
Accuracy | 64 |
Crit Chance | 41% |
APR | 39 |
Speed | 0.83 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 31% |
Speed | 0.82804975695203 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Lightning | +18% |
Light | +36% |
Darkness | +42% |
Blight | +21% |
Arcane | +13% |
Fire | +18% |
All | +6% |
Offense: Damage Penetration
Nature | +41% |
Acid | +45% |
Darkness | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 67 (100%) |
Defense | 93 |
Ranged Defense | 93 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 47 |
Mental Save | 48 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 26%( 70%) |
All | + 15%( 70%) |
Lightning | + 24%( 70%) |
Light | + 56%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 16%( 70%) |
Fire | + 46%( 70%) |
Darkness | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Teleport Resistance | 22% |
Confusion Resistance | 40% |
Pinning Resistance | 66% |
Disarm Resistance | 54% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
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 240 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 738% 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
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Assassination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stoning Poison |
talent | Shadow Feed |
talent | Trained Reactions |
talent | Keen Senses |
talent | Leeching Poison |
talent | Shadow Combat |
talent | Daunting Presence |
talent | Apply Poison |
talent | Roll With It |
talent | Aether Permeation |
talent | Essence of Speed |
talent | Premonition |
talent | Quickdraw |
talent | Phantasmal Shield |
beneficial effect | Increases defense by 26. Mobile Defense |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 216 - 302 Accuracy: 80 (knife) APR: 43 Crit Chance: +58% Crit mult: 206% Uses Stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun |
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. | done |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Ce'Nyssra the ghast. Escort: injured seer (level 6 of Dreadfell) | failed |
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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by master vampire. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 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: 792. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 vial of fire wyrm saliva. * You've found the needed naga tongue. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of faeros ash. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of greater demon bile. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. * You've found the needed giant spider spinneret. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | miner's pair of hardened leather boots of speed (0 def, 5 armour) miner's pair of hardened leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Infravision radius: +2 Movement speed: +25% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | hardened leather cap 'Bethosenor' (0 def, 3 armour) hardened leather cap 'Bethosenor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 arcane Changes stats: +7 Cun Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Physical save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
On hands | radiant drakeskin leather gloves of spellstriking (0 def, 3 armour) radiant drakeskin leather gloves of spellstriking (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 14 arcane / 14 light Changes stats: +8 Mag / +6 Wil Changes resistances: +6% arcane / +12% light Changes damage: +7% arcane / +5% light Spellpower: +12 (+3 eff.) When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +14 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elven-wood totem of healing [power 398] (8 cooldown) elven-wood totem of healing [power 398] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 398 Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite ring 'Fogworth' stralite ring 'Fogworth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 28% Changes stats: +12 Cun / +13 Con Changes damage: +15% darkness / +12% lightning Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +39% Maximum life: +42.00 Infravision radius: +3 Rings make your fingers look great! |
On fingers | painweaver's stralite ring of life painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes damage: +6% all Life regen: +14.00 Maximum life: +78.00 Spellpower: +13 (+3 eff.) Mindpower: +9 (+3 eff.) Healing mod.: +15% Rings make your fingers look great! |
Around neck | steel amulet 'Blindmight' steel amulet 'Blindmight'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Wil Changes resistances: +11% lightning / +6% light Mental save: +7 (+2 eff.) Confusion immunity: +10% Stun/Freeze immunity: +25% Mindpower: +7 (+2 eff.) Light radius: +3 Amulets make your neck look great! |
In main hand | caustic voratun dagger of massacre (46-60 power, 9 apr) caustic voratun dagger of massacre (46-60 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +11 acid / +28 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +20% acid / +16% nature Sharp, short and deadly. |
Around waist | Borurand the drakeskin leather belt Borurand the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +22 (+4 eff.) Changes stats: +9 Con Changes resistances: +9% temporal Reduces incoming crit damage: 16.74% Stealth bonus: +15 Spell save: +20 (+6 eff.) Confusion immunity: +20% Pinning immunity: +22% Teleport immunity: +22% Life regen: +4.46 Infravision radius: +3 A belt that goes around your waist. |
In off hand | Blindsmasher (52-68 power, 9 apr) Blindsmasher (52-68 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 52.0 - 67.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 acid / +16 mind Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +20 cold When wielded/worn: Damage when hit (Melee): 10 mind Changes damage: +15% light Sharp, short and deadly. |
Cloak | Emadhena the Blazeire (3 def, 0 armour) Emadhena the Blazeire (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Damage when hit (Melee): 10 fire Changes stats: +8 Str / +8 Con Changes resistances: +22% darkness / +6% fire Changes resistances penetration: +20% darkness Changes damage: +6% acid / +12% fire / +21% darkness Stealth bonus: +21 Physical save: +13 (+4 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Blindbraze the drakeskin leather armour (20 def, 14 armour) Blindbraze the drakeskin leather armour (20 def, 14 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +15% acid / +1% physical / +6% darkness / +13% cold / +30% fire Changes resistances penetration: +5% darkness Changes damage: +15% blight Allows you to breathe in: water Physical save: +3 (+1 eff.) Disarm immunity: +10% Knockback immunity: +10% Maximum life: +55.00 A suit of armour made of leather. |
Inventory
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lightonslaught (dig speed 14 turns) Lightonslaught (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 6 arcane Changes stats: +1 Cun / +6 Str Changes resistances penetration: +10% light Light radius: +2 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 8 power out of 25/25) : Effective talent level: 6.5 Power cost: 8 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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) 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 16 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 516.84 fire damage (based on Magic) Activation costs 26 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)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 104 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. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 179.14 temporal and 239.98 darkness damage (based on Magic) Activation costs 11 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
By Tevigla the Cornac Adventurer level 31
5th Pyre 123rd year of Ascendancy at 00:12 see stats
By Tevigla the Cornac Adventurer level 34
42nd Pyre 123rd year of Ascendancy at 11:19 see stats
By Tevigla the Cornac Adventurer level 31
3rd Pyre 123rd year of Ascendancy at 09:52 see stats
By Tevigla the Cornac Adventurer level 39
75th Pyre 123rd year of Ascendancy at 18:36 see stats
By Tevigla the Cornac Adventurer level 50
48th Haze 123rd year of Ascendancy at 12:13 see stats
By Tevigla the Cornac Adventurer level 47
8th Haze 123rd year of Ascendancy at 00:38 see stats
By Tevigla the Cornac Adventurer level 38
72nd Pyre 123rd year of Ascendancy at 10:43 see stats
By Tevigla the Cornac Adventurer level 36
68th Pyre 123rd year of Ascendancy at 12:13 see stats
By Tevigla the Cornac Adventurer level 44
61st Dusk 123rd year of Ascendancy at 01:45 see stats
By Tevigla the Cornac Adventurer level 13
66th Dusk 122nd year of Ascendancy at 21:01 see stats
By Tevigla the Cornac Adventurer level 36
69th Pyre 123rd year of Ascendancy at 05:08 see stats
By Tevigla the Cornac Adventurer level 44
55th Dusk 123rd year of Ascendancy at 07:23 see stats
By Tevigla the Cornac Adventurer level 35
67th Pyre 123rd year of Ascendancy at 13:59 see stats
By Tevigla the Cornac Adventurer level 19
65th Haze 122nd year of Ascendancy at 15:29 see stats
By Tevigla the Cornac Adventurer level 20
72nd Haze 122nd year of Ascendancy at 09:06 see stats
By Tevigla the Cornac Adventurer level 33
21st Pyre 123rd year of Ascendancy at 08:42 see stats
By Tevigla the Cornac Adventurer level 32
10th Pyre 123rd year of Ascendancy at 13:48 see stats
By Tevigla the Cornac Adventurer level 34
42nd Pyre 123rd year of Ascendancy at 11:44 see stats
By Tevigla the Cornac Adventurer level 50
48th Haze 123rd year of Ascendancy at 13:39 see stats
By Tevigla the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 09:30 see stats
By Tevigla the Cornac Adventurer level 20
65th Haze 122nd year of Ascendancy at 18:50 see stats
By Tevigla the Cornac Adventurer level 30
1st Pyre 123rd year of Ascendancy at 06:40 see stats
By Tevigla the Cornac Adventurer level 40
2nd Mirth 123rd year of Ascendancy at 01:50 see stats
By Tevigla the Cornac Adventurer level 50
21st Haze 123rd year of Ascendancy at 01:57 see stats
By Tevigla the Cornac Adventurer level 50
42nd Haze 123rd year of Ascendancy at 02:49 see stats
By Tevigla the Cornac Adventurer level 23
23rd Regrowth 123rd year of Ascendancy at 17:16 see stats
By Tevigla the Cornac Adventurer level 32
12nd Pyre 123rd year of Ascendancy at 20:26 see stats
By Tevigla the Cornac Adventurer level 44
54th Dusk 123rd year of Ascendancy at 09:46 see stats
By Tevigla the Cornac Adventurer level 31
2nd Pyre 123rd year of Ascendancy at 18:47 see stats
By Tevigla the Cornac Adventurer level 37
69th Pyre 123rd year of Ascendancy at 07:05 see stats
By Tevigla the Cornac Adventurer level 10
9th Dusk 122nd year of Ascendancy at 03:18 see stats
By Tevigla the Cornac Adventurer level 34
42nd Pyre 123rd year of Ascendancy at 11:19 see stats
By Tevigla the Cornac Adventurer level 23
47th Regrowth 123rd year of Ascendancy at 09:37 see stats
By Tevigla the Cornac Adventurer level 4
2nd Mirth 122nd year of Ascendancy at 11:40 see stats
By Tevigla the Cornac Adventurer level 18
63rd Haze 122nd year of Ascendancy at 13:31 see stats
By Tevigla the Cornac Adventurer level 40
2nd Dusk 123rd year of Ascendancy at 19:26 see stats
By Tevigla the Cornac Adventurer level 23
46th Regrowth 123rd year of Ascendancy at 16:51 see stats
By Tevigla the Cornac Adventurer level 22
76th Haze 122nd year of Ascendancy at 08:50 see stats
By Tevigla the Cornac Adventurer level 14
39th Haze 122nd year of Ascendancy at 22:48 see stats
By Tevigla the Cornac Adventurer level 30
2nd Pyre 123rd year of Ascendancy at 15:28 see stats
Log
Today is the 55th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:41.
Today is the 56th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Today is the 57th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
Today is the 58th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:21.
Today is the 59th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:31.
Today is the 60th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:53.
Today is the 61st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Ran for 7 turns (stop reason: didn't move).
Today is the 62nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:23.
Today is the 63rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Ran for 15 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 65th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:05.
Today is the 66th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:15.
Today is the 67th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).