











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.6.7Official 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.
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:
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 21 / 80% |
| Size | small |
| Lifes / Deaths | Killed by red jelly at level 11 on the 1st Flare 122nd year of Ascendancy at 20:42 0 / 6Killed by Betalle the ghast at level 17 on the 72nd Dusk 122nd year of Ascendancy at 19:15 Killed by Zubogawyn the Guardian at level 20 on the 56th Haze 122nd year of Ascendancy at 21:18 Killed by Eilinoba the ink squid at level 21 on the 3rd Decay 122nd year of Ascendancy at 18:59 Killed by worm that walks at level 21 on the 5th Decay 122nd year of Ascendancy at 02:24 Killed by elven blood mage at level 21 on the 4th Allure 123rd year of Ascendancy at 14:06 |
Primary Stats
| Strength | 23 (base 16) |
| Dexterity | 46 (base 35) |
| Constitution | 34 (base 22) |
| Magic | 41 (base 14) |
| Willpower | 24 (base 10) |
| Cunning | 52 (base 35) |
Resources
| Life | -58/609 |
| Mana | 262/281 |
| Stamina | 195/195 |
| Healing Factor | 1.1764705882353 |
| Regeneration | 31.997593529196 |
Speed
| Mental | +3.0165363095713% |
| Attack | 0% |
| Movement | +37.5% |
| Spell | +3.0165363095713% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 54 |
| Crit Chance | 36% |
| APR | 16 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 54 |
| Crit Chance | 32% |
| APR | 12 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 15% |
| Speed | 0.97071794085072 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +5% |
| Arcane | +5% |
| Cold | +25% |
| All | 0% |
| Darkness | +8% |
| Light | +11% |
| Lightning | +10% |
| Fire | +10% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +15% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (52.131147540984%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 26 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 40%( 70%) |
| Light | + 34%( 70%) |
| Nature | + 40%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 47%( 70%) |
| All | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 27 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 216 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: 29 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 57 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -351 life. The duration and life will increase by 1% for every 1% life you have lost (currently 735 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | The target is on fire, taking 22.72 fire damage per turn. Burning |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 26.9, stamina regeneration by 8.7 and all damage resistance by 25%. Soothing Darkness |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 66.42 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
| beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
| beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 16 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | 14% chance to avoid weapon attacks Charm: Evasion |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 30 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | The Black Boots (2 def, 1 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: +12% 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." |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | bladed hardened leather cap of dexterity (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +4 Dex 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 51.7 Physical damage. If the attack hits, the target is confused (40% 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 | Adatha the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 blight / 5 arcane Changes stats: +6 Mag / +8 Wil / +2 Cun Changes resistances: +7% blight / +7% light / +6% darkness / +4% arcane Changes resistances penetration: +20% mind Changes damage: +5% blight / +5% arcane Spellpower: +6 (+2 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 57.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash wand of conjuration 'Cuthyndil' [power 155] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 31% Changes resistances penetration: +15% acid Maximum life: +40.00 It can be used to fire a magical bolt dealing 155 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. * Heal for 56. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel Prothotipe's Prismatic Eye ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 15 light Changes stats: +5 Con / +10 Mag Changes damage: +10% lightning / +10% fire / +11% light / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.34 cold and 10.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 123.57 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | steel dagger of vileness (12-15.6 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 21 Damage (Melee): +7 blight Sharp, short and deadly. |
| Cloak | Bogorder (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 darkness Changes stats: +2 Mag / +2 Wil Changes resistances: +6% nature Changes damage: +12% acid / +9% nature / +3% darkness Spell save: +6 (+3 eff.) Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's cured leather armour of Toknor (9 def, 7 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +7 Defense: +9 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Dex Critical mult.: +11.00% A suit of armour made of leather. |
Inventory
stabilizing copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +24% Life regen: +2.00 Rings can have magical properties. |
titan's steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+3 eff.) Rings can have magical properties. |
iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Hahir (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +7.0% Damage when hit (Melee): 6 mind Changes stats: +2 Wil / +1 Con Mental crit. chance: +3% Sharp, short and deadly. |
blazebringer's steel dagger (12-15.6 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +2% Sharp, short and deadly. |
steel dagger (11-14.3 power, 6 apr)Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield (0 def, 6 armour, 84.5 block) Requires: - Shield usage training - Strength 24 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Chillvortex (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Wil / +1 Con Changes resistances: +18% fire / +6% cold / +11% all Changes damage: +12% fire Critical mult.: +10.00% Physical save: +3 (+1 eff.) Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
troll-hide cured leather armour of resilience (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +5.00 Maximum life: +59.00 Healing mod.: +11% A suit of armour made of leather. |
hardened leather armour of the deep (9 def, 8 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of the deep (0 def, 13 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +11% acid / +5% cold Allows you to breathe in: water A suit of armour made of metal plates. |
grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Arthoralen' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Mag / +5 Cun / +4 Con Changes resistances: +7% acid / +6% fire / +7% lightning / +7% cold Light radius: +2 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Corpseprophet the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +6% blight / +12% lightning Changes resistances penetration: +15% nature Changes damage: +15% blight Physical save: +8 (+4 eff.) Mental save: +8 (+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. |
pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
restorative 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 Life regen: +1.00 Healing mod.: +11% A pair of boots made of leather. |
Gloronor (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+5 eff.) Fatigue: -6% Changes stats: +4 Con Changes damage: +9% mind Maximum encumbrance: +24 Physical save: +7 (+3 eff.) Psi when hit: +0.08 Only die when reaching: -80.00 life Mindpower: +10 (+5 eff.) Light radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Gythra the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes resistances: +6% fire / +5% arcane / +21% cold Reduces incoming crit damage: 15.00% Maximum encumbrance: +29 Physical save: +10 (+5 eff.) Light radius: +3 A pair of boots made of leather. |
Chalesadin the Gleampulverizer (0 def, 6 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to reduce all saves and defense by 20 Damage (Melee): 20 mind / 16 darkness Changes damage: +9% fire Mental save: -12 (-6 eff.) Life regen: +4.00 Only die when reaching: -80.00 life Mindpower: +5 (+3 eff.) Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
insulating linen wizard hat of the mind (+6%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% fire / +11% mind / +6% cold Changes damage: +11% mind A pointy cloth hat, very wizardly... |
rough leather cap of knowledge (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Wil Mindpower: +4 (+2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
4 agate0.00 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. |
3 spinel0.00 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. |
6 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. |
7 citrine0.00 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. |
5 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. |
8 aquamarine0.00 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. |
16 opal0.00 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. |
8 topaz0.00 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. |
17 amethyst0.00 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. |
emerald0.00 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
brass lantern2.00 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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootInfused 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: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Aurlisie the Halfling Shadowblade level 19
31st Haze 122nd year of Ascendancy at 21:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aurlisie the Halfling Shadowblade level 16
53rd Dusk 122nd year of Ascendancy at 01:01 see stats
Exterminator
Killed 1000 creatures.By Aurlisie the Halfling Shadowblade level 19
31st Haze 122nd year of Ascendancy at 14:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aurlisie the Halfling Shadowblade level 21
5th Decay 122nd year of Ascendancy at 11:20 see stats
Level 10
Got a character to level 10.By Aurlisie the Halfling Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 22:23 see stats
Level 20
Got a character to level 20.By Aurlisie the Halfling Shadowblade level 20
32nd Haze 122nd year of Ascendancy at 20:32 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Aurlisie the Halfling Shadowblade level 16
26th Dusk 122nd year of Ascendancy at 05:06 see stats
That was close
Killed your target while having only 1 life left.By Aurlisie the Halfling Shadowblade level 18
5th Haze 122nd year of Ascendancy at 00:13 see stats
The Arena
Unlocked Arena mode.By Aurlisie the Halfling Shadowblade level 6
78th Pyre 122nd year of Ascendancy at 09:18 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aurlisie the Halfling Shadowblade level 16
47th Dusk 122nd year of Ascendancy at 06:26 see stats
The secret city
Discovered the truth about mages.By Aurlisie the Halfling Shadowblade level 18
1st Haze 122nd year of Ascendancy at 03:13 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Aurlisie the Halfling Shadowblade level 16
46th Dusk 122nd year of Ascendancy at 16:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aurlisie the Halfling Shadowblade level 16
47th Dusk 122nd year of Ascendancy at 06:15 see stats
Log
Aurlisie activates her ash wand of conjuration 'Cuthyndil'!
Elven blood mage receives 16 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits Aurlisie for (51 to ice), 77 blight (77 total damage).
Aurlisie hits Iceblock for 171 lightning damage.
Faeros casts Flame.
Elven blood mage casts Timeless.
Elven blood mage casts Drain.
Elven blood mage hits Aurlisie for (42 to ice), 63 blight (63 total damage).
Aurlisie performs a melee critical strike against Aurlisie!
Aurlisie forces the iceblock to shatter.
Aurlisie resists the shadowy cut
Aurlisie performs a melee critical strike against Aurlisie!
Aurlisie is free from the ice.
Aurlisie is on fire!
Faeros's Flame hits Aurlisie for 48 fire damage.
Melee retaliation hits Iceblock for 5 darkness, 5 darkness (9 total damage).
Aurlisie hits Iceblock for 79 physical, 20 light, 6 blight, 6 arcane, 43 darkness, 72 physical, 8 blight, 20 light, 6 blight, 6 arcane, 43 darkness (302 total damage).
Burning from Faeros hits Aurlisie for 16 fire damage.
Elven blood mage casts Blood Spray.
Elven blood mage's spell attains critical power!
Aurlisie tries to evade attacks.
Elven blood mage hits Aurlisie for 85 blight damage.
Aurlisie the level 21 halfling shadowblade was fouled to death by an elven blood mage on level 2 of Mark of the Spellblaze.
Aurlisie deactivates Shadow Combat.
Aurlisie deactivates Shadow Feed.
Aurlisie stops burning.
Aurlisie is no longer evading attacks.
Aurlisie is free from the hex.












































































































