








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Mardrop |
| Class | Ruined |
| Level / Exp | 16 / 18% |
| Size | big |
| Lifes / Deaths | Killed by orc berserker at level 4 on the 5th Mirth 122nd year of Ascendancy at 01:37 / 30Killed by orc berserker at level 4 on the 5th Mirth 122nd year of Ascendancy at 02:09 Killed by orc berserker at level 4 on the 5th Mirth 122nd year of Ascendancy at 03:03 Killed by orc pyromancer at level 4 on the 5th Mirth 122nd year of Ascendancy at 04:18 Killed by Yvuwyn the shadow stalker at level 4 on the 12nd Dusk 122nd year of Ascendancy at 07:31 Killed by Mayumira the hornet swarm at level 8 on the 21st Dusk 122nd year of Ascendancy at 06:17 Killed by Bill the Stone Troll at level 10 on the 25th Dusk 122nd year of Ascendancy at 10:00 Killed by Ce'Nireba the cutpurse at level 11 on the 46th Dusk 122nd year of Ascendancy at 23:58 Killed by shadowblade at level 11 on the 47th Dusk 122nd year of Ascendancy at 08:53 Killed by rogue at level 11 on the 47th Dusk 122nd year of Ascendancy at 10:12 Killed by ultimate gwelgoroth at level 15 on the 51st Haze 122nd year of Ascendancy at 02:55 Killed by greater gwelgoroth at level 15 on the 51st Haze 122nd year of Ascendancy at 03:58 Killed by Ludli at level 15 on the 51st Haze 122nd year of Ascendancy at 08:32 Killed by ultimate gwelgoroth at level 15 on the 51st Haze 122nd year of Ascendancy at 12:27 Killed by storm drake at level 15 on the 54th Haze 122nd year of Ascendancy at 16:55 Killed by storm drake at level 15 on the 54th Haze 122nd year of Ascendancy at 18:24 Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 19:23 Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 20:33 Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 21:10 Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 21:48 Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 22:23 Killed by Urkis, the High Tempest at level 15 on the 54th Haze 122nd year of Ascendancy at 23:29 Killed by snow giant chieftain at level 15 on the 55th Haze 122nd year of Ascendancy at 05:37 Killed by snow giant at level 15 on the 55th Haze 122nd year of Ascendancy at 06:11 Killed by storm drake hatchling at level 15 on the 55th Haze 122nd year of Ascendancy at 12:36 Killed by storm drake hatchling at level 15 on the 55th Haze 122nd year of Ascendancy at 13:34 Killed by Ludli at level 15 on the 55th Haze 122nd year of Ascendancy at 14:41 Killed by storm drake hatchling at level 15 on the 56th Haze 122nd year of Ascendancy at 01:18 Killed by Lisitha the elder vampire at level 16 on the 68th Haze 122nd year of Ascendancy at 22:23 Killed by Ludli at level 16 on the 68th Haze 122nd year of Ascendancy at 22:29 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 50 (base 43) |
| Willpower | 34 (base 31) |
| Cunning | 14 (base 12) |
Resources
| Life | 233/233 |
| Mana | 295/295 |
| Healing Factor | 0.51648351648352 |
| Regeneration | 0.6456043956044 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | +12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 4 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 5% |
| Speed | 0.89285714285714 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +10% |
| All | 0% |
| Darkness | +10% |
| Light | +20% |
| Temporal | +13% |
| Lightning | +20% |
| Fire | +30% |
| Nature | +13% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +10% |
| Temporal | +25% |
| Arcane | +10% |
| Fire | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 6 (35%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 1 |
| Physical Save | 27 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 10%( 80%) |
| Mind | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 38%( 80%) |
| Light | + 30%( 80%) |
| Temporal | + 15%( 80%) |
| Sound | + 11%( 70%) |
| Fire | + 10%( 80%) |
| Nature | + 15%( 80%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Stun Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 98 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Pain | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Destruction | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Air | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Crescendo | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Hollow | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Mardrop | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the temporal explorer from death by Mayumira the hornet swarm. Escort: temporal explorer (level 2 of Trollmire) | failed |
You successfully escorted the wandering musician to the recall portal on level 3 of Norgos Lair. Escort: wandering musician (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | 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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed xorn fragment. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed naga tongue. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+2 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
| Light source | brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.49 to 91.48 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
| On fingers | CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 13.77 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| Around waist | grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+2 eff.) Changes resistances: +6% lightning / +5% temporal Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | keeper's yew magestaff of blood (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 draining blight When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Casting speed: +12% Life leech chance: +7% Life leech: +7% Paradox regeneration: -3.00 Staves designed for wielders of magic, by the greats of the art. |
| On hands | naturalist's rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | soundproof woollen robe of Angolwen (0 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil / +2 Mag Changes resistances: +11% sound / +10% light / +10% mind / +12% lightning Physical save: +22 (+11 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +5 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Salydhenne the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% acid Changes resistances penetration: +15% temporal Changes damage: +3% temporal Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.1 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 29.71 to 89.12 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 56)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 56 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
elm starstaff 'Mayoyanor' (10-12 power, 2 apr, temporal element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 6% chance to blind Changes resistances: +3% cold / +3% nature / +6% light Changes damage: +10% temporal Talent granted: +1 Command Staff Silence immunity: +15% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 94.89 light damage. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+10 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.68 cold damage and 11.68 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+17 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 100.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 19.33 to 58.00 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Vine Whip (21-23.1 power, 5 apr)Requires: - Dexterity 20 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 21.0 - 23.1 Uses stat: 100% Dex Damage type: Entangle Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 125% It can be used to pull an enemy into melee range, costing 20 power out of 40/40. This whip feels like a living plant, but is oddly stretchy |
Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Mag / +3 Con Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Claws of Night (1 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Dex Changes resistances: +10% darkness / +10% cold It can be used to activate talent Sigil of Shrouding (costing 15 power out of 18/18) : Effective talent level: 1.0 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You bind darkness in a sigil on the floor. All targets walking over the sigil will be blinded for 4 turns. The sigil is a hidden trap (19 detection and 24 disarm power based on your Magic) and lasts for 6 turns. At raw talent level 5, these sigils are placed in a radius 1 around the target. They appear to be made of a metal you have never seen before. Shadows cling to them. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
6 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
9 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
woodsman's iron pickaxe (dig speed 37 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 165.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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, costing 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. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Ludli the Mardrop Ruined level 16
65th Haze 122nd year of Ascendancy at 20:32 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ludli the Mardrop Ruined level 15
55th Haze 122nd year of Ascendancy at 00:21 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ludli the Mardrop Ruined level 10
24th Dusk 122nd year of Ascendancy at 15:41 see stats
Lost in translation (Exploration mode)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Ludli the Mardrop Ruined level 7
21st Dusk 122nd year of Ascendancy at 05:37 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Ludli the Mardrop Ruined level 11
47th Dusk 122nd year of Ascendancy at 20:37 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Ludli the Mardrop Ruined level 8
21st Dusk 122nd year of Ascendancy at 06:14 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Ludli the Mardrop Ruined level 10
26th Dusk 122nd year of Ascendancy at 03:58 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ludli the Mardrop Ruined level 10
27th Dusk 122nd year of Ascendancy at 21:08 see stats
Log
You carry too much--you are encumbered!
Drop some of your items.
Ludli hits Lisitha the elder vampire for 5 acid damage.
Lisitha the elder vampire hits Ludli for (20 resist armour), 0 physical (0 total damage).
Ludli deactivates Spite.
Rotting Disease from Lisitha the elder vampire hits Ludli for 30 blight damage.
Weakness Disease from Lisitha the elder vampire hits Ludli for 30 blight damage.
Lisitha the elder vampire uses Stun.
Ludli resists the stunning blow!
Ludli hits Lisitha the elder vampire for 5 acid damage.
Lisitha the elder vampire hits Ludli for 16 physical damage.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Weakness Disease from Lisitha the elder vampire hits Ludli for 30 blight damage.
Ludli the level 16 mardrop ruined was plagued to death by Lisitha the elder vampire on level 2 of Last Hope Graveyard.
Ludli is free from the weakness disease.
You are no longer encumbered.
Ludli is free from the rotting disease.
Ludli is no longer shining.
Ludli deactivates Arcing Power.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Weakness Disease from Lisitha the elder vampire killed Ludli!
Saving done.
Saving game...


















































