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 | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 29 / 45% |
Size | big |
Lifes / Deaths | Killed by armoured skeleton warrior at level 4 on the 77th Pyre 122nd year of Ascendancy at 23:57 0 / 7Killed by Cyrylaith the thief at level 19 on the 51st Regrowth 123rd year of Ascendancy at 09:42 Killed by Nerarith the ninurlhing at level 26 on the 2nd Pyre 123rd year of Ascendancy at 05:15 Killed by Layybrenne the luminous horror at level 28 on the 5th Pyre 123rd year of Ascendancy at 13:39 Killed by Zubulle the dreadmaster at level 28 on the 5th Pyre 123rd year of Ascendancy at 22:52 Killed by Xanuwen the rogue at level 29 on the 6th Pyre 123rd year of Ascendancy at 17:55 Killed by carrion worm mass at level 29 on the 6th Pyre 123rd year of Ascendancy at 21:01 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 65 (base 41) |
Constitution | 42 (base 28) |
Magic | 69 (base 59) |
Willpower | 26 (base 21) |
Cunning | 29 (base 17) |
Resources
Mana | 410/421 |
Negative | 91/207 |
Life | -5/982 |
Positive | 175/207 |
Stamina | 307/307 |
Paradox | 384 |
Healing Factor | 1.6539880031269 |
Regeneration | 26.381770245076 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +20.000000000003% |
Spell | +14.999999999999% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 133 |
Accuracy | 69 |
Crit Chance | 15% |
APR | 11 |
Speed | 0.87 |
Offense: Offhand
Damage | 105 |
Accuracy | 69 |
Crit Chance | 20% |
APR | 23 |
Speed | 0.87 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 24% |
Speed | 0.86956521739131 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Darkness | +12% |
Blight | +12% |
Fire | +15% |
Mind | +17% |
All | +6% |
Offense: Damage Penetration
Cold | +5% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 26 (69.687909656376%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 29 |
Mental Save | 25 |
Defense: Resistances
Lightning | + 10%( 70%) |
Mind | + 20%( 70%) |
Blight | + 26%( 70%) |
Physical | + 15%( 70%) |
Fire | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 518 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Circles | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Kekorue the wretchling. Escort: repented thief (level 8 of Dreadfell) | 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 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 |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed ice wyrm tooth. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within5 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 | pair of hardened leather boots 'Deepsbolt' (5 def, 11 armour) pair of hardened leather boots 'Deepsbolt' (5 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Changes stats: +8 Lck / +4 Dex Changes damage: +6% darkness Stealth bonus: +7 Blindness immunity: +20% Healing mod.: +20% A pair of boots made of leather. |
Light source | Xanovea the brass lantern Xanovea the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +4 Defense: +20 (+5 eff.) Changes resistances: +1% physical Maximum life: +43.00 Maximum stamina: +10.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Radharim (5 def, 2 armour) Radharim (5 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +2 Cun Changes resistances penetration: +15% acid Disease immunity: +10% Infravision radius: +2 A cap made of leather. |
On hands | rough leather gloves 'Chamegrim' (0 def, 1 armour) rough leather gloves 'Chamegrim' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes damage: +3% fire Physical save: +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | quick yew totem of healing [power 254] (11 cooldown) quick yew totem of healing [power 254] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Rimebright the stralite ring Rimebright the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 4 cold Changes stats: +2 Dex / +5 Wil / +3 Con Changes resistances: +1% physical Changes resistances penetration: +5% cold Changes damage: +6% all Maximum encumbrance: +21 Mental save: +10 (+5 eff.) Spellpower: +8 (+3 eff.) Mindpower: +9 (+4 eff.) Rings make your fingers look great! |
On fingers | marksman's gold ring of the mind (+11%) marksman's gold ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
Around neck | copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
In main hand | flaming dwarven-steel longsword of massacre (31-43 power, 4 apr) flaming dwarven-steel longsword of massacre (31-43 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.0 - 43.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +11 fire Sharp, long, and deadly. |
Around waist | Sunraze SunrazeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +22 (+5 eff.) Armour: +2 Damage when hit (Melee): 2 physical Changes damage: +6% fire Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | stralite dagger 'Belamarak' (28-37 power, 16 apr) stralite dagger 'Belamarak' (28-37 power, 16 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). Damage Shield penetration (this weapon only): +13% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Changes resistances: +3% physical Disarm immunity: +32% Maximum life: +60.00 Healing mod.: +10% Sharp, short and deadly. |
Cloak | Ivaldann the linen cloak (1 def, 0 armour) Ivaldann the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Con Reduces incoming crit damage: 5.00% Maximum life: +30.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Velanne the hardened leather armour (14 def, 6 armour) Velanne the hardened leather armour (14 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 6 blight Changes stats: +6 Dex Changes resistances: +18% blight Changes damage: +6% blight Life regen: +4.80 Maximum life: +36.00 Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +12% A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. Tulamarand the steel amuletTulamarand the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +9% nature Changes damage: +15% physical Spell save: +15 (+8 eff.) Life regen: +3.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Dex, 70% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger 'Beolen' (22-29 power, 7 apr)dwarven-steel dagger 'Beolen' (22-29 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.2 Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +14 fire When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +4 Dex / +5 Con Critical mult.: +10.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield (0 def, 6 armour, 74 block)dwarven-steel shield (0 def, 6 armour, 74 block) Requires: - Shield usage training - Strength 24 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
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 30 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. |
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.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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 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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Orva the Cornac Adventurer level 28
4th Pyre 123rd year of Ascendancy at 19:45 see stats
By Orva the Cornac Adventurer level 13
44th Dusk 122nd year of Ascendancy at 04:38 see stats
By Orva the Cornac Adventurer level 29
6th Pyre 123rd year of Ascendancy at 17:22 see stats
By Orva the Cornac Adventurer level 22
64th Regrowth 123rd year of Ascendancy at 04:14 see stats
By Orva the Cornac Adventurer level 10
10th Mirth 122nd year of Ascendancy at 12:02 see stats
By Orva the Cornac Adventurer level 20
55th Regrowth 123rd year of Ascendancy at 16:22 see stats
By Orva the Cornac Adventurer level 19
51st Regrowth 123rd year of Ascendancy at 18:04 see stats
By Orva the Cornac Adventurer level 9
9th Mirth 122nd year of Ascendancy at 16:48 see stats
By Orva the Cornac Adventurer level 13
30th Haze 122nd year of Ascendancy at 18:01 see stats
By Orva the Cornac Adventurer level 20
55th Regrowth 123rd year of Ascendancy at 16:22 see stats
By Orva the Cornac Adventurer level 14
32nd Haze 122nd year of Ascendancy at 08:59 see stats
Log
Hymn of Shadows hits Layanne the skeleton mage for (28 absorbed), 0 darkness (0 total damage).
Orva uses Infusion: Wild.
Orva lessens the pain.
Orva casts Blade Shear.
The shield around Layanne the skeleton mage crumbles.
Ghoul misses Orva.
Orva hits The Master for (2 to minion: ghoul), 8 fire, (28 to minion: ghoul), 111 temporal (120 total damage).
Orva hits Layanne the skeleton mage for (210 absorbed), 0 physical, (6 absorbed), 0 fire, (43 absorbed), 0 temporal, (11 absorbed), 0 fire, (139 absorbed), 21 physical, (6 absorbed), 0 fire, (43 absorbed), 0 temporal, (62 absorbed), 90 temporal (111 total damage).
Layanne the skeleton mage activates Hymn of Shadows.
Layanne the skeleton mage deactivates Hymn of Detection.
Aletta Soultorn activates her jeweled diadem!
Orva higher mental functions have been imparied.
Aletta Soultorn hits Orva for 114 mind damage.
Layanne the skeleton mage activates Hymn of Perseverance.
Layanne the skeleton mage deactivates Hymn of Shadows.
Layanne the skeleton mage casts Moonlight Ray.
Layanne the skeleton mage misses Orva.
Layanne the skeleton mage hits Orva for 191 darkness damage.
Carrion worm mass's wormblight area effect hits Aletta Soultorn for 19 blight damage.
Carrion worm mass's wormblight area effect hits Aletta Soultorn for 19 blight damage.
Ghoul receives 83 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Minotaur for 40 blight damage.
The Master receives 71 healing from Ghoul's purging blight area effect.
Aletta Soultorn receives 73 healing from Ghoul's purging blight area effect.
Layanne the skeleton mage receives 60 healing from Ghoul's purging blight area effect.
Carrion worm mass's wormblight area effect hits The Master for (6 to minion: ghoul), 23 blight (23 total damage).
Carrion worm mass's wormblight area effect hits Aletta Soultorn for 19 blight damage.
Carrion worm mass's wormblight area effect hits Ghoul for 21 blight damage.
Carrion worm mass's wormblight area effect hits Orva for 21 blight damage.
Orva the level 29 cornac adventurer was plagued to death by a carrion worm mass on level 9 of Dreadfell.