








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Classic Berzerker Remix 1.6.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. Ashes of Urh'Rok 1.6.0Official 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:
Forbidden Cults 1.6.0Official 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.
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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.] Embers of Rage 1.6.0Official 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:
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: 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 | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 14 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 42nd Retaking 124th year of Ascendancy at 00:44 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 58 (base 36) |
| Willpower | 32 (base 24) |
| Cunning | 36 (base 21) |
Resources
| Life | -35/358 |
| Mana | 66/307 |
| Steam | 100/100 |
| Healing Factor | 0.20904717853839 |
| Regeneration | 1.0974976873266 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | -7 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +9% |
| Lightning | +3% |
| Light | +11% |
| Cold | +23% |
Defense: Base
| Armour (hardiness) | -6 (30%) |
| Defense | 20 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 39 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 31%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 13%( 70%) |
| Darkness | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Power |
| talent | Feather Wind |
| beneficial effect | Stay put, increasing your armour and defense by 8. Shoes of Moving Slowly |
| detrimental effect | The target is infected by a disease, doing 53.13 blight damage per turn and reducing healing received by 85%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| beneficial effect | The time distortion has created a restoration field, healing the target for 39 each turn. Temporal Restoration Field |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 39.40 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 111.84 blight damage and spawn a carrion worm mass. |
| beneficial effect | You have 3 charges. Death Momentum |
| detrimental effect | The target has been splashed with acid, taking 28.60 acid damage per turn, reducing armour by 18 and attack by 18. Acid Splash |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. Shoes of Slowly Moving Quickly (0 def, 0 armour) (On feet)]Shoes of Slowly Moving Quickly (0 def, 0 armour) Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 (-) Defense: +0 (+0 eff.) (-) Fatigue: +6% (-) Changes stats: +8(-) Dex / +8(-) Mag / +8(-) Wil / +8(-) Cun Pinning immunity: +600% (-) Knockback immunity: +100% (-) Spellpower: +5 (+2 eff.) (-) Steampower: +5 (+2 eff.) (-) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a nature gift and a mind power Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 9.26 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 49.38 lightning and 47.94 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +5 (-) 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 | [vs. grounding rough leather hat of constitution (+2) (0 def, 1 armour) (On head)]grounding rough leather hat of constitution (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Con Changes resistances: +5%(-) lightning / +6%(-) temporal A hat made of leather. Very stylish. |
| Tool | [vs. iron pickaxe (dig speed 36 turns) (Tool)]iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. steel ring of luminosity (On fingers, 1 of 2)]steel ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10(-) light Damage (Ranged): 13(-) light Changes stats: +2(-) Mag Changes damage: +11%(-) light Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring of luminosity (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-10) light Damage (Ranged): 0(-13) light Damage when hit (Melee): 4 lightning Changes stats: +0(-2) Mag / +4 Con Changes resistances: +5% arcane / +3% lightning Changes damage: +3% lightning / +9% arcane / +0%(-11%) light Physical save: +8 (+4 eff.) Disarm immunity: +29% Pinning immunity: +22% Stun/Freeze immunity: +29% Knockback immunity: +35% Life regen: +5.00 Maximum life: +27.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| Around waist | [vs. noble's rough leather belt of carrying (Around waist)]noble's rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% (-) Changes stats: +3(-) Cun / +3(-) Wil Damage against: +16% (-)Summoned Reduced damage from: +15% (-)Summoned Maximum encumbrance: +40 (-) A belt that goes around your waist. |
| In main hand | [vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]shimmering yew magestaff of fate (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +20%(-) cold Talents granted: +1.00(-) Command Staff Physical save: +5 (+3 eff.) (-) Spell save: +8 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Mana each turn: +0.10 (-) Maximum mana: +41.00 (-) Spellpower: +9 (+3 eff.) (-) Spell crit. chance: +7% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. polar rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]polar rough leather gloves of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) cold Changes stats: +2(-) Str Changes resistances: +5%(-) cold Changes damage: +3%(-) cold Talents granted: +1.00(-) Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. dispeller's linen robe (0 def, 0 armour) (Main armor)]dispeller's linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6%(-) lightning / +7%(-) darkness / +7%(-) light / +6%(-) blight / +6%(-) fire / +6%(-) cold / +7%(-) all Physical save: +10 (+5 eff.) (-) Spell save: +20 (+10 eff.) (-) Mental save: +11 (+6 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+8 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+5 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Around neck | [vs. starlit steel amulet of cunning (+3) (Around neck)]starlit steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Cun Changes resistances: +14%(-) light / +12%(-) darkness Blindness immunity: +20% (-) Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 105% / cooldown 95%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 95%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.4 steam per turn. Can be activated for an instant burst of 37 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. starlit steel amulet of cunning (+3) (Around neck)]steel amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Cun / +4 Wil Changes resistances: +0%(-14%) light / +0%(-12%) darkness Blindness immunity: +0% (-20%) Amulets can have magical properties. |
[vs. steel ring of luminosity (On fingers, 1 of 2)]warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Damage (Melee): 0(-10) light Damage (Ranged): 0(-13) light Changes stats: +2 Str / +0(-2) Mag Changes damage: +0%(-11%) light Rings can have magical properties. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]cruel elm magestaff of fate (100% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-21%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% arcane / +0%(-20%) cold Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% Physical save: +5 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-2 (-1 eff.)) Mental save: +5 (+2 eff.) (-1 (-1 eff.)) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +3 (+1 eff.) (-6 (-2 eff.)) Spell crit. chance: +9% (+2%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]elm starstaff (100% power, 2 apr, temporal element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-21%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-20%) cold / +10% temporal Talents granted: +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +3 (+1 eff.) (-6 (-2 eff.)) Spell crit. chance: +1% (-6%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]potent elm magestaff of warding (104% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 105% (-16%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Maximum wards: +2 arcane Changes damage: +12% arcane / +0%(-20%) cold Talents granted: +1 Ward +1.00(-) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +5 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +1% (-6%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel battleaxe (125% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 126% (+5%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-20%) cold Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-7%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel greatmaul of persecution (129% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 129% (+8%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-2) Crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Damage against: +10% Unnatural When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +9 (+5 eff.) Changes stats: +3 Wil Changes damage: +0%(-20%) cold Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +32% Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-7%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of enduring (125% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% (+4%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +7 (+4 eff.) Changes stats: +6 Wil / +8 Con Changes damage: +0%(-20%) cold Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +28% Mana each turn: +0.00 (-0.10) Maximum life: +33.00 Maximum mana: +0.00 (-41.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-7%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. nature's vined mindstar (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% (-35%) Range: 1.1x (-0.1x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature / +0%(-20%) cold Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disease immunity: +12% Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-7%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 3)]shocking steel steamsaw of fire resistance (+17%) (103% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 104% (-17%) Range: 1.5x (+0.3x) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (+4) Crit. chance: +2.0% (-1.5%) Attack speed: 100% (-) Block value: +21 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 5 lightning Damage when hit (Melee): 1 lightning Changes resistances: +17% fire Changes damage: +0%(-20%) cold Talents granted: +1 Block +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-7%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. shimmering yew magestaff of fate (120% power, 4 apr, cold element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-4) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Changes damage: +0%(-20%) cold Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-41.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-7%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (16/16, 123% power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 123% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
[vs. dispeller's linen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) lightning / +0%(-7%) light / +0%(-6%) cold / +0%(-6%) blight / +0%(-6%) fire / +0%(-7%) darkness / +7%(-) all Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-20 (-10 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dispeller's linen robe (0 def, 0 armour) (Main armor)]shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) lightning / +0%(-7%) light / +0%(-6%) cold / +0%(-6%) blight / +0%(-6%) fire / +0%(-7%) darkness / +7%(-) all Changes damage: +10% arcane Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +0 (+0 eff.) (-20 (-10 eff.)) Mental save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Yeti-fur Cloak (9 def, 2 armour) (Cloak)]linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-2) Defense: +1 (+1 eff.) (-8 (-7 eff.)) Changes stats: +1 Cun / +1 Dex Changes resistances: +0%(-15%) cold Physical save: +0 (+0 eff.) (-10 (-5 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Shoes of Slowly Moving Quickly (0 def, 0 armour) (On feet)]traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (+1) Defense: +0 (+0 eff.) (-) Fatigue: -5% (-11%) Changes stats: +0(-8) Dex / +0(-8) Mag / +0(-8) Wil / +0(-8) Cun Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Pinning immunity: +0% (-600%) Knockback immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Steampower: +0 (+0 eff.) (-5 (-2 eff.)) A pair of boots made of leather. |
[vs. polar rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) (+1 (+1 eff.)) Armour: +1 (-) Fatigue: +1% Damage (Melee): 0(-6) cold Changes stats: +2(-) Str Changes resistances: +0%(-5%) cold Changes damage: +0%(-3%) cold Talent granted: +0(+-1) Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. grounding rough leather hat of constitution (+2) (0 def, 1 armour) (On head)]grounding rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Con Changes resistances: +5%(-) lightning / +5%(-1%) temporal A hat made of leather. Very stylish. |
[vs. grounding rough leather hat of constitution (+2) (0 def, 1 armour) (On head)]bladed hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (+2) Fatigue: +3% (+2%) Changes stats: +2 Str / +0(-2) Con Changes resistances: +0%(-5%) lightning / +0%(-6%) temporal 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 50.3 Physical damage. If the attack hits, the target is confused (31% 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 hat made of leather. Very stylish. |
[vs. grounding rough leather hat of constitution (+2) (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. miner's dwarven-steel helm of constitution (+5) (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 (+6) Fatigue: +4% (+3%) Changes stats: +5(+3) Con Changes resistances: +0%(-5%) lightning / +0%(-6%) temporal Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
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. |
3 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. |
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. |
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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
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. |
garnet0.00 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. |
[vs. bright brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +3 (-2) 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. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chamudil the Whitehoof Archmage level 11
23rd Retaking 124th year of Ascendancy at 15:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Chamudil the Whitehoof Archmage level 10
16th Retaking 124th year of Ascendancy at 01:42 see stats
Log
Melee retaliation hits Carrion worm mass for 5 lightning damage.
LIFE LOST WARNING!
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Chamudil casts Rune: Shielding.
A shield forms around Chamudil.
Worm that walks uses Infusion: Regeneration.
Worm that walks starts regenerating health quickly.
Your shield crumbles under the damage!
The shield around Chamudil crumbles.
Talent Lightning is ready to use.
Worm Rot from Worm that walks hits Chamudil for (3 resist armour), (38 absorbed), 0 blight, (3 resist armour), (38 absorbed), 0 acid (0 total damage).
Acid Splash from Worm that walks hits Chamudil for (3 resist armour), (1 absorbed), 27 acid (27 total damage).
Epidemic from Worm that walks hits Chamudil for (3 resist armour), (53 absorbed), 0 blight (0 total damage).
Chamudil receives 8 healing from Temporal Restoration Field.
Chamudil's arcane area effect hits Worm that walks for 61 arcane damage.
Chamudil's arcane area effect hits Carrion worm mass for 77 arcane damage.
Chamudil casts Arcane Reconstruction.
Chamudil receives 46 healing.
Saving game...




































































































