












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 30 / 99% |
Size | small |
Lifes / Deaths | Killed by Cyrina the rattlesnake at level 7 on the 3rd Mirth 122nd year of Ascendancy at 00:35 / 57Killed by Bethokira the bee swarm at level 7 on the 3rd Mirth 122nd year of Ascendancy at 21:41 Killed by gwelgoroth at level 14 on the 6th Dusk 122nd year of Ascendancy at 12:14 Killed by Inal at level 15 on the 11st Dusk 122nd year of Ascendancy at 09:12 Killed by white jelly at level 15 on the 11st Dusk 122nd year of Ascendancy at 17:06 Killed by snow giant thunderer at level 16 on the 22nd Dusk 122nd year of Ascendancy at 23:44 Killed by snow giant boulder thrower at level 16 on the 23rd Dusk 122nd year of Ascendancy at 01:20 Killed by snow giant boulder thrower at level 16 on the 24th Dusk 122nd year of Ascendancy at 01:08 Killed by snow giant boulder thrower at level 16 on the 24th Dusk 122nd year of Ascendancy at 06:38 Killed by snow giant boulder thrower at level 16 on the 24th Dusk 122nd year of Ascendancy at 08:16 Killed by ultimate teluvorta at level 17 on the 26th Dusk 122nd year of Ascendancy at 11:52 Killed by ultimate telugoroth at level 18 on the 26th Dusk 122nd year of Ascendancy at 13:28 Killed by Bethadalle the temporal stalker at level 18 on the 27th Dusk 122nd year of Ascendancy at 05:41 Killed by Chronolith Clone at level 18 on the 27th Dusk 122nd year of Ascendancy at 08:22 Killed by Burb the snow giant champion at level 19 on the 27th Dusk 122nd year of Ascendancy at 18:50 Killed by Rantha the Worm at level 19 on the 27th Dusk 122nd year of Ascendancy at 19:57 Killed by Burb the snow giant champion at level 19 on the 27th Dusk 122nd year of Ascendancy at 20:38 Killed by Urkis, the High Tempest at level 20 on the 35th Dusk 122nd year of Ascendancy at 20:41 Killed by Urkis, the High Tempest at level 20 on the 35th Dusk 122nd year of Ascendancy at 21:19 Killed by Glath the thief at level 21 on the 18th Haze 122nd year of Ascendancy at 11:27 Killed by Gywen the Guardian at level 22 on the 75th Haze 122nd year of Ascendancy at 16:05 Killed by Disro the Guardian at level 22 on the 76th Haze 122nd year of Ascendancy at 13:58 Killed by elven blood mage at level 24 on the 29th Regrowth 123rd year of Ascendancy at 11:45 Killed by elven blood mage at level 24 on the 29th Regrowth 123rd year of Ascendancy at 12:30 Killed by elven corruptor at level 24 on the 29th Regrowth 123rd year of Ascendancy at 16:38 Killed by Grand Corruptor at level 24 on the 31st Regrowth 123rd year of Ascendancy at 15:02 Killed by Grand Corruptor at level 24 on the 31st Regrowth 123rd year of Ascendancy at 15:39 Killed by Grand Corruptor at level 24 on the 31st Regrowth 123rd year of Ascendancy at 16:34 Killed by Grand Corruptor at level 24 on the 31st Regrowth 123rd year of Ascendancy at 17:42 Killed by elven cultist at level 24 on the 31st Regrowth 123rd year of Ascendancy at 20:09 Killed by elven cultist at level 24 on the 31st Regrowth 123rd year of Ascendancy at 20:47 Killed by greater gwelgoroth at level 25 on the 35th Regrowth 123rd year of Ascendancy at 21:42 Killed by saw horror at level 25 on the 36th Regrowth 123rd year of Ascendancy at 08:30 Killed by elder vampire at level 25 on the 37th Regrowth 123rd year of Ascendancy at 08:12 Killed by daelach at level 26 on the 39th Regrowth 123rd year of Ascendancy at 06:56 Killed by armoured skeleton warrior at level 26 on the 40th Regrowth 123rd year of Ascendancy at 03:31 Killed by orc necromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 06:07 Killed by orc necromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 07:11 Killed by orc necromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 07:48 Killed by orc high pyromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 09:16 Killed by orc high pyromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 11:05 Killed by orc high pyromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 12:08 Killed by orc high pyromancer at level 26 on the 40th Regrowth 123rd year of Ascendancy at 13:50 Killed by skeleton archer at level 27 on the 41st Regrowth 123rd year of Ascendancy at 19:47 Killed by fire wyrm at level 27 on the 42nd Regrowth 123rd year of Ascendancy at 13:20 Killed by The Master at level 28 on the 43rd Regrowth 123rd year of Ascendancy at 08:13 Killed by elven corruptor at level 29 on the 44th Regrowth 123rd year of Ascendancy at 18:25 Killed by elven corruptor at level 29 on the 45th Regrowth 123rd year of Ascendancy at 00:57 Killed by elven cultist at level 29 on the 45th Regrowth 123rd year of Ascendancy at 02:02 Killed by elven corruptor at level 29 on the 45th Regrowth 123rd year of Ascendancy at 12:52 Killed by elven cultist at level 29 on the 45th Regrowth 123rd year of Ascendancy at 17:39 Killed by elven blood mage at level 29 on the 45th Regrowth 123rd year of Ascendancy at 20:08 Killed by elven corruptor at level 29 on the 45th Regrowth 123rd year of Ascendancy at 23:10 Killed by elven corruptor at level 29 on the 47th Regrowth 123rd year of Ascendancy at 03:29 Killed by elven blood mage at level 29 on the 47th Regrowth 123rd year of Ascendancy at 04:43 Killed by Belokira the rattlesnake at level 30 on the 67th Regrowth 123rd year of Ascendancy at 11:09 Killed by Belokira the rattlesnake at level 30 on the 67th Regrowth 123rd year of Ascendancy at 12:14 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 86 (base 38) |
Constitution | 48 (base 29) |
Magic | 16 (base 10) |
Willpower | 38 (base 20) |
Cunning | 90 (base 49) |
Resources
Life | 774/774 |
Stamina | 217/217 |
Healing Factor | 1.2614678899082 |
Regeneration | 11.374065561878 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -994 |
Infravision | 3 |
See Stealth | 8 |
See Invisible | 6 |
Stealth | 52.027164011291 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 97 |
Accuracy | 72 |
Crit Chance | 52% |
APR | 32 |
Speed | 0.91 |
Offense: Offhand
Damage | 85 |
Accuracy | 72 |
Crit Chance | 53% |
APR | 31 |
Speed | 0.91 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 8 (49.309173272933%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 20 |
Mental Save | 40 |
Defense: Resistances
Physical | + 9%( 70%) |
Lightning | + 30%( 70%) |
Arcane | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Dexterity 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Stealth |
talent | Numbing Poison |
talent | Leeching Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.8 and stamina regeneration by 1.3. Soothing Darkness |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 90 - 126 Accuracy: 89 (knife) APR: 26 Crit Chance: +51% Crit mult: 187% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 27 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by red crystal. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
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 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)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 Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed faerlhing fang. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +4 Cun / +3 Con Physical save: +18 (+8 eff.) Mental save: +13 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +6 See stealth: +8 See invisible: +6 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str / +6 Dex Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 86.3 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 increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +2 Changes stats: +4 Cun / +5 Dex When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: -5 Lck Trap disarming bonus: +5 Physical save: -10 (-5 eff.) Spell save: -10 (-10 eff.) Mental save: -10 (-4 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 26 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 5 physical Changes stats: +4 Str / +3 Cun / +6 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 2 lightning Changes stats: +7 Str / +15 Dex / +9 Wil / +3 Cun / +6 Con Changes resistances: +15% lightning / +9% physical Changes damage: +6% lightning / +6% mind Life regen: +3.00 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +20% Summoned Critical mult.: +6.00% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +7 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 50.08 to 150.24 lightning damage (100.16 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() 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 (100% of a turn) Won't Break Stealth: 100% 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% fire / +10% cold Amulets can have magical properties. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 cold Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +2 (+0 eff.) Changes stats: +6 Cun / +3 Dex Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +36.00 Maximum mana: +80.00 Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +11% darkness / +11% temporal Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 fire Changes stats: +8 Dex / +4 Wil / +2 Con Changes resistances: +8% fire Changes damage: +6% fire Light radius: +2 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +5 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +3 Con Physical save: +9 (+5 eff.) Infravision radius: +6 See stealth: +11 See invisible: +11 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 15% and attempts to push all creatures other than yourself out of its radius, inflicting 2.93 light damage and 2.93 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Infravision radius: +2 A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
Achievements
By Inal the Halfling Rogue level 29
51st Regrowth 123rd year of Ascendancy at 22:22 see stats
By Inal the Halfling Rogue level 29
65th Regrowth 123rd year of Ascendancy at 05:10 see stats
By Inal the Halfling Rogue level 17
24th Dusk 122nd year of Ascendancy at 21:17 see stats
By Inal the Halfling Rogue level 21
74th Dusk 122nd year of Ascendancy at 09:07 see stats
By Inal the Halfling Rogue level 17
24th Dusk 122nd year of Ascendancy at 10:18 see stats
By Inal the Halfling Rogue level 17
25th Dusk 122nd year of Ascendancy at 11:40 see stats
By Inal the Halfling Rogue level 15
11st Dusk 122nd year of Ascendancy at 09:12 see stats
By Inal the Halfling Rogue level 24
4th Regrowth 123rd year of Ascendancy at 08:33 see stats
By Inal the Halfling Rogue level 10
2nd Summertide 122nd year of Ascendancy at 06:50 see stats
By Inal the Halfling Rogue level 20
27th Dusk 122nd year of Ascendancy at 21:15 see stats
By Inal the Halfling Rogue level 30
65th Regrowth 123rd year of Ascendancy at 16:03 see stats
By Inal the Halfling Rogue level 21
19th Haze 122nd year of Ascendancy at 04:08 see stats
By Inal the Halfling Rogue level 8
7th Mirth 122nd year of Ascendancy at 16:00 see stats
By Inal the Halfling Rogue level 29
65th Regrowth 123rd year of Ascendancy at 05:10 see stats
By Inal the Halfling Rogue level 20
35th Dusk 122nd year of Ascendancy at 08:53 see stats
By Inal the Halfling Rogue level 29
43rd Regrowth 123rd year of Ascendancy at 22:00 see stats
By Inal the Halfling Rogue level 17
25th Dusk 122nd year of Ascendancy at 07:43 see stats
By Inal the Halfling Rogue level 28
43rd Regrowth 123rd year of Ascendancy at 09:40 see stats
Log
New shimmer option unlocked: hardened leather cap
Inal wears (replacing Polivea (2 def, 6 armour)): bladed hardened leather cap of the bounder (0 def, 3 armour).
You gain 0.22 gold from the transmogrification of barbed pouch of dwarven-steel shots of grasping (18/24, 39-46.8 power, 3 apr).
You gain 1.78 gold from the transmogrification of Betakira the steel shield (0 def, 4 armour, 42 block).
You gain 0.50 gold from the transmogrification of volcanic drakeskin leather armour (20 def, 15 armour).
You gain 0.94 gold from the transmogrification of nimble hardened leather armour of Eyal (15 def, 6 armour).
You gain 0.44 gold from the transmogrification of enlightening dwarven-steel mail armour (3 def, 8 armour).
You gain 0.92 gold from the transmogrification of spellstreaming hardened leather gloves of the nighthunter (0 def, 2 armour).
You gain 0.39 gold from the transmogrification of miner's pair of hardened leather boots of invasion (0 def, 4 armour).
You gain 0.11 gold from the transmogrification of cashmere robe of darkness (+24%) (0 def, 0 armour).
You gain 0.67 gold from the transmogrification of throat-seeking stralite steamgun of tinkering (+2).
You gain 1.03 gold from the transmogrification of blazebringer's dwarven-steel steamgun of piercing.
You gain 0.68 gold from the transmogrification of infernal ash magestaff of fate (15-18 power, 3 apr, cold element).
You gain 0.38 gold from the transmogrification of wyrm's vined mindstar of balance (5-5.5 power, 18 apr, nature damage).
You gain 0.60 gold from the transmogrification of protector's thorny mindstar of sand (7.5-8.25 power, 24 apr, mind damage).
You gain 0.50 gold from the transmogrification of arcing dwarven-steel dagger of evisceration (19-24.7 power, 7 apr).
You gain 0.26 gold from the transmogrification of wizard's steel ring of arcana (+0.10/turn).
You gain 0.06 gold from the transmogrification of manasurge rune (regen 950% over 10 turns; mana 48; cd 17).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a teleportation circle to the surface here (press '' or right click to use).
Inal deactivates Leeching Poison.
Inal deactivates Apply Poison.
Inal deactivates Quickdraw.
Inal deactivates Stealth.
Inal deactivates Numbing Poison.