Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Cat Point Cap Boost 1.5.5 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. Hulk! 1.4.8 Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Harbinger 1.5.6 Protos race 0.2 1.3.5Protos race. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Allow Respec Anywhere 1.2.3Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Crusader Class 1.5.5 ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Unlock Adventurer Class 1.5.5Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine). Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Bladebender 1.5.6 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:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Hulk |
Class | Radiant |
Level / Exp | 6 / 49% |
Size | 3 (medium) |
Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
Strength | 1012 (base 10) |
Dexterity | 1009 (base 10) |
Constitution | 1022 (base 20) |
Magic | 1024 (base 20) |
Willpower | 1009 (base 10) |
Cunning | 1016 (base 11) |
Resources
Life | 71502/71502 |
Positive | 7/45 |
Vim | 236/236 |
Healing Factor | 2.2734899328859 |
Regeneration | 22735.126677852 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 181.33841396278 |
See Invisible | 184.33841396278 |
Offense: Mainhand
Damage | 425 |
Accuracy | 229 |
Crit Chance | 604% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 194 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Physical | +18% |
Lightning | +15% |
Light | +12% |
Darkness | +20% |
Blight | +3% |
Arcane | +3% |
Mind | +9% |
Nature | +27% |
Offense: Damage Penetration
Light | +20% |
Blight | +10% |
Arcane | +10% |
Mind | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 300 (100%) |
Defense | 221 |
Ranged Defense | 221 |
Fatigue | 0 |
Physical Save | 212 |
Spell Save | 227 |
Mental Save | 212 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Mind | + 70%( 70%) |
All | + 88%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Cold | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Confusion Resistance | 100% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 84% |
Inscriptions (2/5)
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Volatility | 1.50 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.40 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sickly Radiance | 1.50 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Irradiate | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunbeams | 1.50 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.40 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.40 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.40 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.40 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 50/5 |
| 31/5 |
| 31/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Reactor | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sickness | 1.50 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chant of Resistance |
talent | Dark Ritual |
talent | Willful Tormenter |
talent | Sickness Within, Sickness Without |
beneficial effect | Countering melee attacks: Has a 79% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
Quests
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
On feet | pair of rough leather boots 'Moldbone' (0 def, 1 armour) pair of rough leather boots 'Moldbone' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% lightning / +6% temporal / +3% nature Changes resistances penetration: +10% nature Changes damage: +15% nature Only die when reaching: -80.00 life Maximum life: +20.00 A pair of boots made of leather. |
Light source | Ravenreeve the brass lantern Ravenreeve the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Changes damage: +9% darkness Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +40.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 | Xilaith (1 def, 0 armour) Xilaith (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +6 Cun / +2 Con Changes resistances penetration: +5% mind Mental save: +5 (+0 eff.) A pointy cloth hat, very wizardly... |
On fingers | copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
On fingers | Radiancewend RadiancewendInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +24% nature / +3% lightning Changes damage: +12% nature / +3% lightning Light radius: +1 Rings can have magical properties. |
Around waist | Lightvalor LightvalorPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +9% light Changes resistances penetration: +10% light / +10% arcane Changes damage: +3% light Light radius: +3 It can be used to create a temporary shield that absorbs 170 damage, putting all charms on cooldown for 23 turns. A belt that goes around your waist. |
In main hand | Hanysadur the ash starstaff (15-18 power, 3 apr, physical element) Hanysadur the ash starstaff (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 acid When wielded/worn: Defense: +5 (+0 eff.) Effects on melee hit: * 6% chance to blind Changes resistances penetration: +10% blight Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +5 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 289.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Dazzleripper' (0 def, 1 armour) rough leather gloves 'Dazzleripper' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances penetration: +10% light Changes damage: +3% arcane Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 Spellpower: +8 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bethywyn (0 def, 0 armour) Bethywyn (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% blight / +16% darkness / +6% mind Changes damage: +3% blight / +11% darkness / +9% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Shinewrither' (1 def, 0 armour) linen cloak 'Shinewrither' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes damage: +9% light / +12% lightning Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Runonik' copper amulet 'Runonik'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% lightning Changes damage: +3% physical Stun/Freeze immunity: +20% Maximum life: +10.00 Infravision radius: +2 See invisible: +3 Amulets can have magical properties. |
Inventory
regeneration infusion of the psychic (heal 3508 over 5 turns) regeneration infusion of the psychic (heal 3508 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 3508 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 6; power 212; turns 4; dispels darkness) sun infusion of the warrior (rad 6; power 212; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 106). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 212) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 5; power 212; turns 4; dispels darkness) sun infusion of the warrior (rad 5; power 212; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 106). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 212) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (4732% regen over 10 turns; 237 instant mana) manasurge rune of the wizard (4732% regen over 10 turns; 237 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4732% for 10 turns and instantly restoring 237 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 76; power 229; dur 5) phase door rune of the duelist (range 76; power 229; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 229%, your defense is increased by 229 and all your resistances by 229%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 78; power 230; dur 4) phase door rune of the wizard (range 78; power 230; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 230%, your defense is increased by 230 and all your resistances by 230%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Burnbreacher the steel greatsword (21-33.6 power, 2 apr) Burnbreacher the steel greatsword (21-33.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Fire Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +10 lightning Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +10 (+0 eff.) Defense: +10 (+0 eff.) Changes resistances: +6% acid Disarm immunity: +28% Massive two-handed swords. |
Quartz Sceptre (10-14 power, 4 apr) Quartz Sceptre (10-14 power, 4 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 arcane When wielded/worn: Changes damage: +10% light Spellpower: +6 (+1 eff.) Though the crystal on the end refracts light in unexpected ways, this Sceptre is still strong enough to give out a good beating. |
iron sceptre 'Emenor' (16.5-23.1 power, 2 apr) iron sceptre 'Emenor' (16.5-23.1 power, 2 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Armour penetration: +3 Armour: +2 Changes stats: +2 Dex / +2 Con Spellpower: +6 (+1 eff.) Healing mod.: +10% Blunt and deadly. |
Aerona the steel sceptre (14-19.6 power, 3 apr) Aerona the steel sceptre (14-19.6 power, 3 apr)Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 2 Base power: 14.0 - 19.6 Uses stats: 61% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 2). Burst (radius 1) on hit: +14 mind Damage conversion: 15% corrosive acid When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +12% acid Changes damage: +11% mind Critical mult.: +3.00% Spellpower: +6 (+1 eff.) It can be used to project an attack as arcane damage doing 100% weapon damage, putting all charms on cooldown for 5 turns. Blunt and deadly. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 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: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Zagas (19/19, 18.5-22.2 power, 2 apr) Zagas (19/19, 18.5-22.2 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * Slows global speed by 20% * 40 arcane resource burn * 10% chance to knock the target back * 10% chance to create an air burst On weapon crit: * wounds the target for 7 turns: 43 bleeding, 95% reduced healing Travel speed: +200% Damage (Ranged): +15 physical / +5 bleed Shots are used with slings to pummel your foes to death. |
Polished Disc (8 def, 8 armour, 48 block) Polished Disc (8 def, 8 armour, 48 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 10 light Changes resistances: +10% light Talent granted: +1 Block Its either a mirror, or the shield of a Sun Paladin that liked polishing too much. |
Blazeedge (2 def, 6 armour) Blazeedge (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes stats: +5 Cun / +4 Wil Changes resistances: +15% cold Changes resistances penetration: +5% lightning Changes damage: +3% darkness / +9% lightning Mental save: +11 (+1 eff.) A suit of armour made of mail. |
Hedar the steel plate armour (4 def, 9 armour) Hedar the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Changes stats: +2 Mag Changes resistances: +6% mind Changes resistances penetration: +5% arcane Mental save: +11 (+1 eff.) Vim when firing critical spell: +1.00 Spellpower: +8 (+1 eff.) A suit of armour made of metal plates. |
linen cloak 'Chalarasin' (1 def, 0 armour) linen cloak 'Chalarasin' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes damage: +12% mind Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Psi when hit: +0.20 Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velewen the pair of rough leather boots (0 def, 1 armour) Velewen the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal / +6% darkness / +5% arcane / +3% acid Changes damage: +9% acid A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 alchemist citrine 3 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Astrolabe AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
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 155 power out of 309/400. 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. |
Undeathmarrow [power 163] (8 cooldown) Undeathmarrow [power 163] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature Changes damage: +3% mind It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Isoigcel the Hulk Radiant level 3
74th Pyre 122nd year of Ascendancy at 12:39 see stats
By Isoigcel the Hulk Radiant level 3
74th Pyre 122nd year of Ascendancy at 12:28 see stats
By Isoigcel the Hulk Radiant level 5
55th Dusk 122nd year of Ascendancy at 22:33 see stats
Log
You gain 4.38 gold from the transmogrification of balanced iron waraxe of vileness (11-15.4 power, 2 apr).
You gain 1.35 gold from the transmogrification of iron mace of erosion (12.5-17.5 power, 2 apr).
You gain 6.39 gold from the transmogrification of Manarion the Pyrebringer (14-19.6 power, 3 apr).
You gain 8.38 gold from the transmogrification of iron longsword 'Runehad' (11-15.4 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatsword (17.5-28 power, 1 apr).
You gain 8.79 gold from the transmogrification of Relgegodig (21-25.2 power, 3 apr, temporal element).
You gain 10.88 gold from the transmogrification of Emelidaba (10-12 power, 2 apr, fire element).
You gain 1.33 gold from the transmogrification of copper ring of sensing.
You gain 0.75 gold from the transmogrification of copper ring of lightning (+22%).
You gain 2.82 gold from the transmogrification of cleansing copper amulet of cunning (+3).
There is a Gates of Morning (Town) here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.
There is a Way into the Slazish fens here (press '' or right click to use).
Isoigcel deactivates Willful Tormenter.
Isoigcel deactivates Dark Ritual.
Isoigcel deactivates Chant of Resistance.
Isoigcel deactivates Sickness Within, Sickness Without.