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 / 226% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 61 (base 34) |
Dexterity | 72 (base 46) |
Constitution | 81 (base 60) |
Magic | 126 (base 60) |
Willpower | 82 (base 46) |
Cunning | 64 (base 41) |
Resources
Mana | 743/743 |
Negative | 311/311 |
Life | 1776/1776 |
Positive | 316/316 |
Paradox | 300 |
Healing Factor | 1.7552415653743 |
Regeneration | 49.909240766479 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +76.636676503359% |
Spell | +18.95793394955% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 14 |
See Stealth | 145.86248874183 |
See Invisible | 193.39574243505 |
Offense: Mainhand
Damage | 264 |
Accuracy | 69 |
Crit Chance | 48% |
APR | 12 |
Speed | 0.91 |
Offense: Offhand
Damage | 119 |
Accuracy | 69 |
Crit Chance | 53% |
APR | 15 |
Speed | 0.91 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 66% |
Speed | 0.84063329514793 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +29% |
Light | +57% |
Temporal | +32% |
Blight | +15% |
Arcane | +6% |
Fire | +58% |
All | 0% |
Offense: Damage Penetration
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 41 (76.987013568881%) |
Defense | 107 |
Ranged Defense | 107 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 73 |
Mental Save | 47 |
Defense: Resistances
Acid | + 45%( 75%) |
Arcane | + 24%( 75%) |
Cold | + 45%( 75%) |
All | + 18%( 75%) |
Lightning | + 40%( 75%) |
Light | + 43%( 75%) |
Temporal | + 34%( 75%) |
Physical | + 20%( 75%) |
Mind | + 23%( 75%) |
Fire | + 42%( 75%) |
Nature | + 28%( 75%) |
Defense: Immunities
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Pinning Resistance | 50% |
Silence Resistance | 47% |
Poison Resistance | 20% |
Blind Resistance | 40% |
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) Is: a nature gift Description: Activate the infusion to heal yourself for 698 life over 5 turns. Its effects scale with your Willpower 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 18% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 299 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 553 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Circles | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 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 |
Effects
talent | Weapon Folding |
talent | Corona |
talent | Hymn Nocturnalist |
talent | Keen Senses |
talent | Hymn of Shadows |
talent | Premonition |
talent | Contingency |
talent | Chant of Resistance |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 45, and granting a 10% chance to ignore critical hits. Precognition |
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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by ChCe1. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by bandit. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by disarming trap. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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: 500. | 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 has completed an elixir of avoidance without your aid. 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 bear paw. * You've found the needed pouch of bone giant dust. * You've found the needed mummified bone. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. 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 pouch of faeros ash. * You've found the needed hummerhorn wing. * You've found the needed multi-hued wyrm scale. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within4 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. * Vor Pride, in the north east. * 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | stealthy pair of hardened leather boots of speed (0 def, 3 armour) stealthy pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +9 Lck / +4 Dex Stealth bonus: +6 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.(136 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Scorchtrial (6 def, 9 armour) Scorchtrial (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +2% physical / +3% all Changes resistances penetration: +5% fire Changes damage: +18% fire Critical mult.: +20.00% Physical save: +8 (+2 eff.) A cap made of leather. |
On hands | heroic drakeskin leather gloves of spellstriking (0 def, 7 armour) heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Damage (Melee): 10 arcane Changes stats: +7 Mag / +8 Wil Changes resistances: +7% arcane Changes damage: +6% arcane Mental save: +14 (+4 eff.) Maximum life: +70.00 Spellpower: +8 (+2 eff.) When used to modify unarmed attacks: Base power: 30.5 - 33.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | supercharged dragonbone totem of healing [power 506] (10 cooldown) supercharged dragonbone totem of healing [power 506] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 506 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Givea GiveaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce all saves and defense by 39 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 36 light Damage (Ranged): 32 light Changes stats: +6 Con / +6 Mag Changes resistances: +6% mind Changes damage: +20% light / +12% temporal Spell save: +20 (+5 eff.) Silence immunity: +47% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Mana each turn: +0.25 Maximum life: +50.00 Maximum stamina: +40.00 Rings make your fingers look great! |
On fingers | voratun ring 'Runihell' voratun ring 'Runihell'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +8 Str / +9 Mag / +8 Wil / +6 Con Changes resistances: +17% temporal Changes damage: +20% temporal Spell save: +20 (+5 eff.) Maximum stamina: +40.00 Spellpower: +30 (+7 eff.) Mindpower: +26 (+6 eff.) See invisible: +9 Rings make your fingers look great! |
Around neck | Betille the voratun amulet Betille the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Armour: +8 Defense: +12 (+2 eff.) Changes stats: +9 Str / +10 Dex / +10 Wil / +9 Cun Changes resistances cap: +5% all Changes damage: +15% blight Critical mult.: +15.00% Physical save: +27 (+7 eff.) Blindness immunity: +40% Stamina each turn: +3.00 Infravision radius: +9 Sight radius: +2 See invisible: +14 Amulets make your neck look great! |
In main hand | Malydas the voratun longsword (44-62 power, 6 apr) Malydas the voratun longsword (44-62 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 42% Changes stats: +4 Dex Changes resistances: +6% acid / +3% fire / +12% nature / +1% physical Poison immunity: +20% Maximum life: +40.00 Combat speed: +10% Sharp, long, and deadly. |
Around waist | reinforced hardened leather belt of the mystic reinforced hardened leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Physical save: +18 (+5 eff.) Mental save: +8 (+2 eff.) Spellpower: +4 (+1 eff.) A belt that goes around your waist. |
In off hand | Chillwish (39-51 power, 9 apr) Chillwish (39-51 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +16 mind When wielded/worn: Changes stats: +5 Str / +8 Dex / +6 Mag / +6 Wil / +14 Cun / +4 Con Changes resistances: +6% cold / +3% temporal Mindpower: +20 (+5 eff.) Sharp, short and deadly. |
Cloak | enveloping cashmere cloak of sorcery (10 def, 0 armour) enveloping cashmere cloak of sorcery (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Mag / +4 Wil Physical save: +11 (+3 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of Eyal (9 def, 6 armour) troll-hide hardened leather armour of Eyal (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Life regen: +8.80 Maximum life: +80.00 Healing mod.: +23% A suit of armour made of leather. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
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. |
Stormstrike (40-52 power, 9 apr) Stormstrike (40-52 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. With both her weapons, Kaeli was said to be able to act faster than most. Base power: 40.0 - 52.0 Uses stats: 40% Wil, 45% Dex, 95% Mag Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to chain among nearby targets When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 20 Storm Changes stats: +4 Dex / +4 Mag / +4 Wil Changes resistances penetration: +10% lightning / +10% physical Changes damage: +5% lightning / +5% physical Critical mult.: +10.00% Spell crit. chance: +5% A dagger with a blade that seems composed of a bolt of lightning, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to send an arc of lightning chaining among the wielder's enemies with every hit. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 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 111 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. |
Achievements
By ChCe1 the Cornac Adventurer level 31
30th Regrowth 123rd year of Ascendancy at 21:32 see stats
By ChCe1 the Cornac Adventurer level 34
58th Regrowth 123rd year of Ascendancy at 09:28 see stats
By ChCe1 the Cornac Adventurer level 30
27th Regrowth 123rd year of Ascendancy at 15:19 see stats
By ChCe1 the Cornac Adventurer level 39
3rd Pyre 123rd year of Ascendancy at 10:24 see stats
By ChCe1 the Cornac Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 17:37 see stats
By ChCe1 the Cornac Adventurer level 45
4th Flare 123rd year of Ascendancy at 05:30 see stats
By ChCe1 the Cornac Adventurer level 38
1st Time of Balance 123rd year of Ascendancy at 13:03 see stats
By ChCe1 the Cornac Adventurer level 36
76th Regrowth 123rd year of Ascendancy at 12:57 see stats
By ChCe1 the Cornac Adventurer level 23
9th Allure 123rd year of Ascendancy at 01:38 see stats
By ChCe1 the Cornac Adventurer level 17
78th Dusk 122nd year of Ascendancy at 08:16 see stats
By ChCe1 the Cornac Adventurer level 37
77th Regrowth 123rd year of Ascendancy at 09:07 see stats
By ChCe1 the Cornac Adventurer level 31
32nd Regrowth 123rd year of Ascendancy at 13:18 see stats
By ChCe1 the Cornac Adventurer level 32
45th Regrowth 123rd year of Ascendancy at 06:08 see stats
By ChCe1 the Cornac Adventurer level 47
8th Dusk 123rd year of Ascendancy at 20:34 see stats
By ChCe1 the Cornac Adventurer level 20
73rd Haze 122nd year of Ascendancy at 08:22 see stats
By ChCe1 the Cornac Adventurer level 31
39th Regrowth 123rd year of Ascendancy at 00:00 see stats
By ChCe1 the Cornac Adventurer level 48
11st Dusk 123rd year of Ascendancy at 12:47 see stats
By ChCe1 the Cornac Adventurer level 34
58th Regrowth 123rd year of Ascendancy at 09:40 see stats
By ChCe1 the Cornac Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 20:20 see stats
By ChCe1 the Cornac Adventurer level 10
11st Dusk 122nd year of Ascendancy at 00:20 see stats
By ChCe1 the Cornac Adventurer level 20
72nd Haze 122nd year of Ascendancy at 06:43 see stats
By ChCe1 the Cornac Adventurer level 30
27th Regrowth 123rd year of Ascendancy at 07:22 see stats
By ChCe1 the Cornac Adventurer level 40
8th Pyre 123rd year of Ascendancy at 12:02 see stats
By ChCe1 the Cornac Adventurer level 50
16th Dusk 123rd year of Ascendancy at 07:22 see stats
By ChCe1 the Cornac Adventurer level 19
57th Haze 122nd year of Ascendancy at 21:40 see stats
By ChCe1 the Cornac Adventurer level 31
29th Regrowth 123rd year of Ascendancy at 05:38 see stats
By ChCe1 the Cornac Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 17:40 see stats
By ChCe1 the Cornac Adventurer level 31
31st Regrowth 123rd year of Ascendancy at 20:52 see stats
By ChCe1 the Cornac Adventurer level 37
77th Regrowth 123rd year of Ascendancy at 11:14 see stats
By ChCe1 the Cornac Adventurer level 8
3rd Dusk 122nd year of Ascendancy at 15:29 see stats
By ChCe1 the Cornac Adventurer level 34
58th Regrowth 123rd year of Ascendancy at 09:28 see stats
By ChCe1 the Cornac Adventurer level 22
2nd Allure 123rd year of Ascendancy at 17:30 see stats
By ChCe1 the Cornac Adventurer level 18
42nd Haze 122nd year of Ascendancy at 22:43 see stats
By ChCe1 the Cornac Adventurer level 40
31st Pyre 123rd year of Ascendancy at 21:56 see stats
By ChCe1 the Cornac Adventurer level 22
8th Allure 123rd year of Ascendancy at 20:46 see stats
By ChCe1 the Cornac Adventurer level 16
37th Dusk 122nd year of Ascendancy at 04:00 see stats
By ChCe1 the Cornac Adventurer level 29
27th Regrowth 123rd year of Ascendancy at 07:22 see stats
Log
You gain 7.12 gold from the transmogrification of inquisitor's voratun waraxe of shearing (40-57 power, 6 apr).
You gain 8.97 gold from the transmogrification of balanced stralite waraxe of evisceration (30-43 power, 5 apr).
You gain 6.66 gold from the transmogrification of truestriking voratun mace of torment (48-66 power, 6 apr).
You gain 3.32 gold from the transmogrification of flaming voratun mace of amnesia (45-63 power, 6 apr).
You gain 5.92 gold from the transmogrification of balanced voratun mace of erosion (44-62 power, 6 apr).
You gain 22.22 gold from the transmogrification of Arcweeper (46-64 power, 6 apr).
You gain 3.09 gold from the transmogrification of voratun longsword of erosion (42-59 power, 6 apr).
You gain 13.34 gold from the transmogrification of stormbringer's voratun longsword of shearing (42-59 power, 6 apr).
You gain 4.01 gold from the transmogrification of elemental stralite longsword of massacre (43-60 power, 5 apr).
You gain 6.93 gold from the transmogrification of chilling voratun greatsword of shearing (65-104 power, 4 apr).
You gain 6.14 gold from the transmogrification of flaming voratun greatmaul of daylight (70-104 power, 4 apr).
You gain 17.90 gold from the transmogrification of Furnacebreak the voratun greatmaul (64-96 power, 4 apr).
You gain 4.64 gold from the transmogrification of chilling stralite greatmaul of paradox (54-82 power, 3 apr).
You gain 25.00 gold from the transmogrification of Goreblight (52-78 power, 3 apr).
You gain 6.72 gold from the transmogrification of surging dragonbone starstaff of power (30-36 power, 6 apr, darkness element).
You gain 12.00 gold from the transmogrification of magewarrior's short dragonbone starstaff of illumination (30-36 power, 6 apr, physical element).
You gain 7.18 gold from the transmogrification of lifebinding dragonbone magestaff (30-36 power, 6 apr, cold element).
You gain 9.39 gold from the transmogrification of infernal dragonbone magestaff (30-36 power, 6 apr, cold element).
You gain 5.90 gold from the transmogrification of imbued dragonbone magestaff (30-36 power, 6 apr, lightning element).
You gain 12.86 gold from the transmogrification of greater dragonbone magestaff of greater warding (30-36 power, 6 apr, cold element).
You gain 11.36 gold from the transmogrification of ethereal dragonbone magestaff of invocation (30-36 power, 6 apr, cold element).
You gain 19.82 gold from the transmogrification of bloodlich's dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element).
You gain 25.00 gold from the transmogrification of Rod of Sarrilon (30-36 power, 4 apr, temporal element).
You gain 7.84 gold from the transmogrification of lifebinding elven-wood vilestaff of warding (25-30 power, 5 apr, blight element).
You gain 7.23 gold from the transmogrification of conjurer's voratun ring of pilfering.
You gain 8.12 gold from the transmogrification of mindweaver's voratun amulet of vision.
You gain 1.39 gold from the transmogrification of acid wave rune (damage 78; dur 4; cd 16).
You gain 7.39 gold from the transmogrification of heroism infusion (die at -539; dur 7; cd 26).
You gain 1.18 gold from the transmogrification of healing infusion of the titan (heal 224; cd 12).
There is a nearly collapsed hidden vault here (press '' or right click to use).