Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 80% |
Size | medium |
Lifes / Deaths | Killed by Aryda the dreaming black bear at level 9 on the 10th Mirth 122nd year of Ascendancy at 15:57 / 31Killed by Ce'Nuvea the dreaming great wolf at level 9 on the 10th Mirth 122nd year of Ascendancy at 17:08 Killed by Yvimira the rogue at level 11 on the 15th Dusk 122nd year of Ascendancy at 02:04 Killed by zombie bunny at level 14 on the 21st Haze 122nd year of Ascendancy at 08:10 Killed by zombie bunny at level 14 on the 21st Haze 122nd year of Ascendancy at 09:20 Killed by golem (servant of Salogara of the Bunnypocalypse) at level 15 on the 21st Haze 122nd year of Ascendancy at 10:36 Killed by zombie bunny at level 15 on the 21st Haze 122nd year of Ascendancy at 12:28 Killed by Salogara of the Bunnypocalypse at level 15 on the 21st Haze 122nd year of Ascendancy at 13:34 Killed by zombie bunny at level 16 on the 21st Haze 122nd year of Ascendancy at 18:18 Killed by mad druid at level 16 on the 22nd Haze 122nd year of Ascendancy at 22:53 Killed by shadow at level 16 on the 22nd Haze 122nd year of Ascendancy at 23:46 Killed by zombie bunny at level 16 on the 23rd Haze 122nd year of Ascendancy at 01:14 Killed by zombie bunny at level 17 on the 23rd Haze 122nd year of Ascendancy at 02:12 Killed by zombie bunny at level 17 on the 23rd Haze 122nd year of Ascendancy at 05:55 Killed by zombie bunny at level 17 on the 23rd Haze 122nd year of Ascendancy at 07:42 Killed by zombie bunny at level 17 on the 23rd Haze 122nd year of Ascendancy at 08:40 Killed by zombie bunny at level 17 on the 23rd Haze 122nd year of Ascendancy at 09:40 Killed by zombie bunny at level 17 on the 23rd Haze 122nd year of Ascendancy at 11:05 Killed by fire wyrm at level 18 on the 26th Haze 122nd year of Ascendancy at 02:01 Killed by fire drake at level 18 on the 26th Haze 122nd year of Ascendancy at 03:14 Killed by Emawen the Guardian at level 19 on the 26th Haze 122nd year of Ascendancy at 07:56 Killed by Emawen the Guardian at level 19 on the 26th Haze 122nd year of Ascendancy at 09:30 Killed by Belumina the giant acid ant at level 19 on the 27th Haze 122nd year of Ascendancy at 03:12 Killed by Belumina the giant acid ant at level 19 on the 27th Haze 122nd year of Ascendancy at 09:55 Killed by minotaur at level 19 on the 28th Haze 122nd year of Ascendancy at 01:31 Killed by worm that walks at level 22 on the 55th Haze 122nd year of Ascendancy at 02:36 Killed by Islylrata the storm drake at level 25 on the 2nd Decay 122nd year of Ascendancy at 17:52 Killed by Porybremina the giant lightning ant at level 25 on the 2nd Decay 122nd year of Ascendancy at 19:28 Killed by Eilinylle the devourer at level 25 on the 4th Decay 122nd year of Ascendancy at 02:25 Killed by overpowered greater multi-hued wyrm at level 41 on the 26th Pyre 123rd year of Ascendancy at 12:56 Killed by Chain Punch's Inner Demon at level 49 on the 19th Dusk 123rd year of Ascendancy at 21:17 |
Primary Stats
Strength | 113 (base 60) |
Dexterity | 78 (base 66) |
Constitution | 81 (base 35) |
Magic | 20 (base 14) |
Willpower | 19 (base 14) |
Cunning | 100 (base 65) |
Resources
Life | 1642/1642 |
Stamina | 284/284 |
Healing Factor | 2.0243027888447 |
Regeneration | 20.228622876398 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 44.876568527989 |
See Invisible | 47.876568527989 |
Offense: Barehand
Damage | 181 |
Accuracy | 77 |
Crit Chance | 46% |
APR | 65 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 61 (72.307692307692%) |
Defense | 66 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 29 |
Mental Save | 58 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 708 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 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 492 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 934% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -670 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.80 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 21% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +1. | 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 talent Vitality (+1 level(s)). | 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. | active |
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 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 girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 669. | 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. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 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 Maj'Eyal 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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+7 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 141.00 arcane damage and stunned), costing 90 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
On head | voratun helm 'Gohad' (11 def, 5 armour) voratun helm 'Gohad' (11 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 physical Changes stats: +11 Str / +2 Wil / +8 Cun / +4 Con Changes resistances: +3% acid / +18% cold / +3% nature See invisible: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 529.3 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | voratun pickaxe 'Tarryhad' (dig speed 6 turns) voratun pickaxe 'Tarryhad' (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -10% Changes stats: +8 Str Changes resistances: +6% nature Changes resistances penetration: +25% physical Life regen: +0.40 Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +36.00 Maximum stamina: +30.00 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | Saliba the stralite amulet Saliba the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Cun / +3 Str Changes resistances: +18% fire / +20% cold Physical save: +30 (+8 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life Amulets can have magical properties. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (68 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | Hail stat Satan (12 def, 24 armour) Hail stat Satan (12 def, 24 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Armour: +24 Defense: +12 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +6% blight / +50% cold / +6% lightning Physical save: +12 (+4 eff.) Mental save: +29 (+7 eff.) Blindness immunity: +20% Disease immunity: +15% Maximum life: +93.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
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, costing 9 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. |
troll-hide rough leather armour of the deep (1 def, 3 armour) troll-hide rough leather armour of the deep (1 def, 3 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +3.10 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 293/400. 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 Chain Punch the Cornac Brawler level 36
6th Pyre 123rd year of Ascendancy at 12:02 see stats
By Chain Punch the Cornac Brawler level 22
56th Haze 122nd year of Ascendancy at 05:17 see stats
By Chain Punch the Cornac Brawler level 36
4th Pyre 123rd year of Ascendancy at 12:09 see stats
By Chain Punch the Cornac Brawler level 40
21st Pyre 123rd year of Ascendancy at 14:05 see stats
By Chain Punch the Cornac Brawler level 41
26th Pyre 123rd year of Ascendancy at 09:51 see stats
By Chain Punch the Cornac Brawler level 48
15th Dusk 123rd year of Ascendancy at 18:40 see stats
By Chain Punch the Cornac Brawler level 39
18th Pyre 123rd year of Ascendancy at 16:29 see stats
By Chain Punch the Cornac Brawler level 29
26th Regrowth 123rd year of Ascendancy at 14:56 see stats
By Chain Punch the Cornac Brawler level 26
7th Allure 123rd year of Ascendancy at 02:29 see stats
By Chain Punch the Cornac Brawler level 12
21st Dusk 122nd year of Ascendancy at 20:47 see stats
By Chain Punch the Cornac Brawler level 38
15th Pyre 123rd year of Ascendancy at 04:56 see stats
By Chain Punch the Cornac Brawler level 45
63rd Pyre 123rd year of Ascendancy at 03:02 see stats
By Chain Punch the Cornac Brawler level 29
27th Regrowth 123rd year of Ascendancy at 05:04 see stats
By Chain Punch the Cornac Brawler level 21
53rd Haze 122nd year of Ascendancy at 04:09 see stats
By Chain Punch the Cornac Brawler level 24
2nd Decay 122nd year of Ascendancy at 12:35 see stats
By Chain Punch the Cornac Brawler level 16
23rd Haze 122nd year of Ascendancy at 02:05 see stats
By Chain Punch the Cornac Brawler level 37
11st Pyre 123rd year of Ascendancy at 07:13 see stats
By Chain Punch the Cornac Brawler level 22
56th Haze 122nd year of Ascendancy at 02:19 see stats
By Chain Punch the Cornac Brawler level 42
26th Pyre 123rd year of Ascendancy at 16:49 see stats
By Chain Punch the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 18:55 see stats
By Chain Punch the Cornac Brawler level 20
45th Haze 122nd year of Ascendancy at 08:26 see stats
By Chain Punch the Cornac Brawler level 30
27th Regrowth 123rd year of Ascendancy at 07:29 see stats
By Chain Punch the Cornac Brawler level 40
20th Pyre 123rd year of Ascendancy at 20:07 see stats
By Chain Punch the Cornac Brawler level 50
21st Dusk 123rd year of Ascendancy at 21:27 see stats
By Chain Punch the Cornac Brawler level 36
6th Pyre 123rd year of Ascendancy at 18:23 see stats
By Chain Punch the Cornac Brawler level 11
15th Dusk 122nd year of Ascendancy at 09:52 see stats
By Chain Punch the Cornac Brawler level 31
50th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Chain Punch the Cornac Brawler level 36
4th Pyre 123rd year of Ascendancy at 12:09 see stats
By Chain Punch the Cornac Brawler level 30
36th Regrowth 123rd year of Ascendancy at 06:50 see stats
By Chain Punch the Cornac Brawler level 38
15th Pyre 123rd year of Ascendancy at 07:02 see stats
By Chain Punch the Cornac Brawler level 22
56th Haze 122nd year of Ascendancy at 05:17 see stats
By Chain Punch the Cornac Brawler level 7
79th Pyre 122nd year of Ascendancy at 10:04 see stats
By Chain Punch the Cornac Brawler level 22
56th Haze 122nd year of Ascendancy at 05:17 see stats
By Chain Punch the Cornac Brawler level 10
2nd Flare 122nd year of Ascendancy at 15:08 see stats
By Chain Punch the Cornac Brawler level 43
44th Pyre 123rd year of Ascendancy at 14:43 see stats
By Chain Punch the Cornac Brawler level 27
18th Regrowth 123rd year of Ascendancy at 12:53 see stats
By Chain Punch the Cornac Brawler level 20
52nd Haze 122nd year of Ascendancy at 23:11 see stats
By Chain Punch the Cornac Brawler level 35
3rd Pyre 123rd year of Ascendancy at 07:49 see stats
Log
Your Death's Embrace (18 def, 18 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: Scale Mail of Kroltar (10 def, 18 armour).
Your Scale Mail of Kroltar (10 def, 18 armour) is magically sorted by the storage room.
Chain Punch drops on the floor: Cuirass of the Thronesmen (20 def, 32 armour).
Your Cuirass of the Thronesmen (20 def, 32 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: The Black Plate (25 def, 35 armour).
Your The Black Plate (25 def, 35 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: Ruthless Grip (0 def, 5 armour).
Your Ruthless Grip (0 def, 5 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: Crown of the Elements (0 def, 5 armour).
Your Crown of the Elements (0 def, 5 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: Steel Helm of Garkul (0 def, 6 armour).
Your Steel Helm of Garkul (0 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: Windborne Azurite.
Your Windborne Azurite is magically sorted by the storage room.
Chain Punch drops on the floor: Dúathedlen Heart.
Your Dúathedlen Heart is magically sorted by the storage room and put in a pile with the others items of the same type.
Chain Punch drops on the floor: Essence of Bearness.
Your Essence of Bearness is magically sorted by the storage room.
Chain Punch deactivates Exploit Weakness.
Chain Punch deactivates Striking Stance.
Chain Punch deactivates Trained Reactions.