











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | 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:
Items Vault 1.6.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Adventurer |
| Level / Exp | 21 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by demonic clerk at level 2 on the 74th Pyre 122nd year of Ascendancy at 21:59 0 / 6Killed by Gloritta the degenerated skeleton archer at level 6 on the 77th Pyre 122nd year of Ascendancy at 09:39 Killed by thought-forged bowman at level 9 on the 9th Mirth 122nd year of Ascendancy at 22:10 Killed by Eilinokira the orc assassin at level 11 on the 10th Flare 122nd year of Ascendancy at 06:57 Killed by Elotta the snow giant boulder thrower at level 20 on the 40th Dusk 122nd year of Ascendancy at 17:05 Killed by Mayavena the bandit at level 21 on the 57th Dusk 122nd year of Ascendancy at 09:40 |
Primary Stats
| Strength | 28 (base 18) |
| Dexterity | 20 (base 12) |
| Constitution | 39 (base 31) |
| Magic | 74 (base 50) |
| Willpower | 30 (base 12) |
| Cunning | 20 (base 12) |
Resources
| Mana | 201/230 |
| Psi | 100/100 |
| Vim | 140/140 |
| Life | -23/579 |
| Positive | 64/70 |
| Insanity | 100/100 |
| Healing Factor | 1.4081339712918 |
| Regeneration | 7.3927033492822 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -22% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 36 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 13% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Cold | +37% |
| Acid | +10% |
| Light | +10% |
| Darkness | +10% |
| Blight | +16% |
| Physical | +6% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 33 (45%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 12 |
| Physical Save | 31 |
| Spell Save | 28 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 44%( 70%) |
| Cold | + 70%( 70%) |
| All | + 41%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 62%( 70%) |
| Temporal | + 48%( 70%) |
| Physical | + 45%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Pinning Resistance | 74% |
| Knockback Resistance | 67% |
| Disarm Resistance | 72% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 139 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thermal Shield |
| talent | Arcane Shield |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Ruin |
| talent | Shielding |
| talent | Beyond the Flesh |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Psionic focus | Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 72.07 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (144). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| Light source | 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.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A Helmet. But with steam power! |
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Firespike the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +2 Dex / +5 Mag Changes resistances: +3% fire Changes resistances penetration: +10% lightning Reduces incoming crit damage: 5.00% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | IvuleweCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes damage: +6% blight Disarm immunity: +52% Pinning immunity: +54% Knockback immunity: +46% Mana each turn: +0.12 Maximum life: +48.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +1% Rings can have magical properties. |
| On fingers | UlferuiblekInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% cold / +3% nature / +6% temporal Changes damage: +10% cold Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +26% Knockback immunity: +21% Life regen: +2.00 Maximum life: +22.00 Rings can have magical properties. |
| Around neck | restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets can have magical properties. |
| In main hand | Drunik (14-19.6 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 17 Damage (Melee): +7 darkness / +8 mind Damage against: +5% Living When wielded/worn: Accuracy: +11 (+5 eff.) Damage when hit (Melee): 2 arcane Changes stats: +1 Str / +3 Mag / +1 Wil / +2 Cun Changes damage: +6% physical Spellpower on spell critical (stacks up to 3 times): +4 Sharp, long, and deadly. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 16.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Around waist | DazzlemightInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil / +6 Mag Changes resistances: +6% lightning / +6% temporal Reduces incoming crit damage: 15.00% Light radius: +1 A belt that goes around your waist. |
| Cloak | linen cloak 'Glittersear' (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +12% acid / +6% light Only die when reaching: -20.00 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 | Cloudterror (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +6% lightning / +7% blight / +18% cold / +5% arcane / +9% all Changes resistances penetration: +15% lightning / +5% arcane Changes damage: +12% cold Life regen: +2.00 Mana each turn: +0.16 Psi each turn: +0.14 Maximum life: +43.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 5; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)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: 27 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) 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. |
Rune of Dissipation ( )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: 10 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
schematic: Acid GrooveRequires: - 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. |
2 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. |
2 schematic: Explosive 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. |
2 schematic: Fatal AttractorRequires: - 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: Fiery SalveRequires: - 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. |
3 schematic: Focus LensRequires: - 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. |
3 schematic: Frost SalveRequires: - 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: Grounding StrapRequires: - 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: Healing SalveRequires: - 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: Hook 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. |
schematic: Iron GripRequires: - 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: Lightning CoilRequires: - 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: Mental StimulatorRequires: - 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. |
2 schematic: Moss TreadRequires: - 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: Saw ProjectorRequires: - 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. |
2 schematic: Silver FiligreeRequires: - 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. |
2 schematic: Thunderclap CoatingRequires: - 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. |
3 schematic: Toxic Cannister LauncherRequires: - 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. |
3 schematic: Waterproof CoatingRequires: - 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. |
Coalvengeance the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 light Changes stats: +3 Str / +1 Cun Changes damage: +3% darkness Hate when firing a critical mind attack: +1.00 Mental crit. chance: +5% Rings can have magical properties. |
Layemilaith the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 4 mind Changes stats: +5 Wil / +6 Cun / +3 Con Changes resistances: +13% blight Changes resistances penetration: +15% mind / +15% temporal Changes damage: +13% blight Spell save: +12 (+6 eff.) Maximum stamina: +16.00 Mindpower: +8 (+4 eff.) Rings can have magical properties. |
Drake's Bane (45-67.5 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Penitence (15-18 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% lightning Damage affinity(heal): +20% lightning Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
magewarrior's short elm vilestaff of protection (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Physical power: +6 (+3 eff.) Changes resistances: +5% darkness Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Emugann the CobrastreakInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 43% Damage when hit (Melee): 2 nature Changes stats: +1 Mag Changes damage: +6% mind Life regen: +0.70 Spell crit. chance: +3% Healing mod.: +10% Damage Shield penetration: +10% A belt that goes around your waist. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 13% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (14 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (25 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets 'Glorawe' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 light Damage when hit (Melee): 4 temporal Changes resistances: +8% light / +6% mind Changes damage: +9% temporal / +6% light / +9% arcane Mana each turn: +0.12 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. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 11.05 to 33.16 lightning damage (22.11 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
rough leather hat 'Armehad' (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 Changes resistances: +3% light / +3% physical Poison immunity: +10% Confusion immunity: +10% Mindpower: +4 (+2 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.steel mail armour of Eyal (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.00 Maximum life: +29.00 Healing mod.: +11% A suit of armour made of mail. |
Cracklemark (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +17% Changes resistances: +7% acid / +3% blight / +6% cold / +6% mind / +9% lightning Changes damage: +9% lightning Allows you to breathe in: water Physical save: +7 (+3 eff.) Mental save: +13 (+8 eff.) A suit of armour made of metal plates. |
7 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. |
327 alchemist agate0.00 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. |
3 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rootraider (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 10 nature Changes stats: +7 Str / +3 Mag / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Drokalthosin the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Con Mental save: +5 (+4 eff.) Light radius: +3 Infravision radius: +3 See stealth: +6 See invisible: +7 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. |
Crystal FocusPowered 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Hurygolach the dwarven-steel torque of psionic shield [power 63] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +3.0% Changes resistances penetration: +10% temporal Stamina each turn: +2.00 It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Increase all damage by 16% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
piercing ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
5 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. |
4 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. |
4 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. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Esiasu the Doomelf Adventurer level 20
38th Dusk 122nd year of Ascendancy at 09:33 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Esiasu the Doomelf Adventurer level 21
42nd Dusk 122nd year of Ascendancy at 03:55 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Esiasu the Doomelf Adventurer level 5
77th Pyre 122nd year of Ascendancy at 07:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Esiasu the Doomelf Adventurer level 10
10th Mirth 122nd year of Ascendancy at 16:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Esiasu the Doomelf Adventurer level 20
33rd Dusk 122nd year of Ascendancy at 23:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Esiasu the Doomelf Adventurer level 10
4th Flare 122nd year of Ascendancy at 18:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Esiasu the Doomelf Adventurer level 10
3rd Flare 122nd year of Ascendancy at 06:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Esiasu the Doomelf Adventurer level 14
5th Dusk 122nd year of Ascendancy at 12:30 see stats
Log
Mayavena the bandit is afflicted by a weakness disease!
Mayavena the bandit damages himself through Martyrdom!
Melee retaliation hits Esiasu for (0 to psi shield), 1 cold, (1 to psi shield), 1 temporal (2 total damage).
Esiasu's Beyond the Flesh hits Mayavena the bandit for (21 parried), 24 darkness, 5 light, 5 light, 9 blight, 0 cold, 0 temporal (43 total damage).
Weapon of Wrath hits Mayavena the bandit for 52 fire damage.
Esiasu receives 5 healing from Ruin.
Esiasu casts Rune: Blink.
Esiasu is out of phase.
Dissolved Face from Esiasu hits Mayavena the bandit for 17 darkness, 9 blight (26 total damage).
Weakness Disease from Esiasu hits Mayavena the bandit for 10 blight damage.
Mayavena the bandit rushes out!
Mayavena the bandit performs a melee critical strike against Esiasu!
Mayavena the bandit performs a melee critical strike against Esiasu!
Esiasu shrugs off the critical damage!
Esiasu is dazed!
Mayavena the bandit damages himself through Martyrdom!
Mayavena the bandit hits Esiasu for (21 to psi shield), 124 physical, (2 to psi shield), 3 temporal, 20 darkness, (17 to psi shield), 26 physical, (1 to psi shield), 1 cold, (2 to psi shield), 3 temporal, 20 darkness (197 total damage).
Melee retaliation hits Mayavena the bandit for 3 fire, 1 arcane, 2 fire, 0 arcane (6 total damage).
Esiasu hits Mayavena the bandit for 6 physical, 0 temporal, 1 darkness, 1 physical, 0 cold, 0 temporal, 2 darkness (10 total damage).
Esiasu is not dazed anymore.
Esiasu's Beyond the Flesh misses Mayavena the bandit.
Mayavena the bandit damages himself through Martyrdom!
Melee retaliation hits Esiasu for (0 to psi shield), 1 cold, (1 to psi shield), 1 temporal (1 total damage).
Esiasu's Beyond the Flesh hits Mayavena the bandit for (20 parried), 1 physical, 3 light, 4 light, 2 blight, 0 cold, 0 temporal (11 total damage).
Weapon of Wrath hits Mayavena the bandit for 64 fire damage.
Esiasu receives 1 healing from Ruin.
Mayavena the bandit is no longer covered in gore.
Weakness Disease from Esiasu hits Mayavena the bandit for 21 blight damage.
Saving game...








































































































