











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 20 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Gloyata the thief at level 18 on the 12nd Haze 122nd year of Ascendancy at 19:33 3 / 2Killed by Emilewe the snow giant at level 20 on the 45th Haze 122nd year of Ascendancy at 13:11 |
Primary Stats
| Strength | 44 (base 41) |
| Dexterity | 12 (base 12) |
| Constitution | 16 (base 12) |
| Magic | 48 (base 43) |
| Willpower | 17 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Hate | 26/100 |
| Vim | 161/166 |
| Life | 97/498 |
| Steam | 100/100 |
| Stamina | 104/184 |
| Paradox | 300 |
| Healing Factor | 1.0483870967742 |
| Regeneration | 23.326612903226 |
Speed
| Mental | +30.42895843273% |
| Attack | +30.42895843273% |
| Movement | +190.32644235008% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 41 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 0.77 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 0.76670090140738 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +3% |
| Darkness | +13% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 49.413408721348 (66.666666666667%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 6 |
| Physical Save | 28 |
| Spell Save | 21 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 23%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 49%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 22%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Disarm Resistance | 50% |
| Knockback Resistance | 30% |
| Confusion Resistance | 55% |
| Stun Resistance | 75% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Torture | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Energy Decomposition |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 95.34 nature damage per turn. Poison |
| beneficial effect | The target is rampaging! (+190% movement speed, +30% attack speed, +30% mind speed) Rampaging |
| beneficial effect | This unit will not die until it has less than -70 HP. Surge of Power |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | Reduces global action speed by 30%. Slow |
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 grave | active |
You failed to protect the injured seer from death by Polodabeth the great wolf. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Gudhewe the faeros. Escort: lost defiler (level 2 of Daikara) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed pouch of faeros ash. | 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 within3 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 | undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +21% A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +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 | Silamira the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +1% physical / +19% darkness / +3% temporal Changes damage: +13% darkness Blindness immunity: +20% Disarm immunity: +10% Confusion immunity: +10% Pinning immunity: +20% A pointy cloth hat, very wizardly... |
| Tool | Uritogar [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Changes stats: +3 Str Physical save: +9 (+4 eff.) Only die when reaching: -40.00 life Maximum stamina: +10.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +23 Stun/Freeze immunity: +24% Life regen: +2.00 Rings can have magical properties. |
| On fingers | SplendourgritInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 36% Changes resistances: +23% acid / +3% light Changes damage: +10% acid / +3% light Rings can have magical properties. |
| Around waist | Hailworth the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Damage when hit (Melee): 2 cold Changes resistances penetration: +10% acid Changes damage: +3% cold Critical mult.: +10.00% Maximum life: +47.00 A belt that goes around your waist. |
| In main hand | Branydunathad the dwarven-steel greatsword (46-73.6 power, 2 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 62 damage Damage (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances: +6% temporal Massive two-handed swords. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Darksweep (2 def, 15 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 darkness Changes stats: +1 Wil Changes resistances: +12% blight / +22% darkness / +9% lightning Maximum life: +23.00 Light radius: +2 A suit of armour made of mail. |
| Cloak | Betilratta (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +9% light Physical save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Blindness immunity: +20% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 80% / cooldown 51%)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 80% efficiency and cooldown mod of 51%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 85%)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 80% efficiency and cooldown mod of 85%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
sneakthief's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
Yareran =con=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 25% chance to reduce all saves and defense by 11 Damage (Melee): 8 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 11 Damage (Ranged): 16 physical Damage when hit (Melee): 4 mind Changes stats: +5 Dex / +4 Cun / +4 Con Hate when firing a critical mind attack: +2.00 Maximum stamina: +30.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
PuskinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 36% Damage when hit (Melee): 2 nature Changes stats: +4 Cun / +4 Wil Changes resistances: +3% cold Damage against: +15% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
Glintstriker =con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+13 eff.) Changes stats: +1 Str / +7 Wil / +4 Con Stealth bonus: +7 Light radius: +1 Infravision radius: +2 A belt that goes around your waist. |
Cloudweeper the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 11 Changes stats: +1 Str / +2 Con Changes resistances: +18% lightning / +3% light Changes resistances penetration: +5% mind Changes damage: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulosta the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Changes stats: +1 Con Changes resistances: +3% darkness Changes damage: +3% physical Physical save: +3 (+1 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightarc the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +1 Str / +2 Wil / +3 Cun Changes resistances: +9% light Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+5 eff.) A pair of boots made of leather. |
Xanoth (5 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: -5% Damage when hit (Melee): 4 blight Changes resistances: +6% darkness Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Knockback immunity: +10% A pair of boots made of leather. |
pair of hardened leather boots 'Oozesin' (10 def, 3 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+10 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +12% acid / +9% darkness Changes damage: +3% nature / +8% physical Mental save: +6 (+5 eff.) Size category: +1 A pair of boots made of leather. |
psychic's rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Changes stats: +2 Mag Changes resistances: +5% mind Changes damage: +4% mind / +3% arcane 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. |
dwarven-steel gauntlets 'Blazeslicer' (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 18 lightning / 8 physical Damage when hit (Melee): 2 light Changes resistances: +11% lightning / +3% fire / +12% light Changes damage: +11% lightning / +5% physical 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. |
Quenchblood the rough leather hat (0 def, 1 armour) =Waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 36% Changes resistances: +6% lightning / +11% cold / +3% nature Changes damage: +6% cold Allows you to breathe in: water A hat made of leather. Very stylish. |
linen wizard hat 'Goresage' (1 def, 0 armour) =lightning res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 36% Changes resistances: +15% lightning / +3% cold / +3% nature / +6% acid Changes damage: +10% lightning / +6% nature Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Poxbender' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +4 Mag Changes resistances: +16% acid Changes resistances penetration: +5% nature Changes damage: +11% acid / +3% nature A pointy cloth hat, very wizardly... |
rough leather hat 'Lightningnight' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +1 Cun / +3 Con Changes resistances: +3% lightning / +9% fire Mental save: +3 (+3 eff.) Mindpower: +5 (+4 eff.) A hat made of leather. Very stylish. |
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. |
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 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
71 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. |
Chillstar the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +6% cold Knockback immunity: +10% Life regen: +4.00 Light radius: +6 Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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. |
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. |
Shivermistress (dig speed 39 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Str / +2 Mag Changes resistances: +12% lightning / +9% cold Changes damage: +9% light Maximum mana: +24.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By ZenAdventures the Cornac Adventurer level 18
1st Haze 122nd year of Ascendancy at 07:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By ZenAdventures the Cornac Adventurer level 10
15th Dusk 122nd year of Ascendancy at 08:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By ZenAdventures the Cornac Adventurer level 20
45th Haze 122nd year of Ascendancy at 01:26 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By ZenAdventures the Cornac Adventurer level 16
68th Dusk 122nd year of Ascendancy at 02:14 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By ZenAdventures the Cornac Adventurer level 20
45th Haze 122nd year of Ascendancy at 13:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By ZenAdventures the Cornac Adventurer level 9
7th Dusk 122nd year of Ascendancy at 14:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By ZenAdventures the Cornac Adventurer level 15
47th Dusk 122nd year of Ascendancy at 21:01 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By ZenAdventures the Cornac Adventurer level 14
37th Dusk 122nd year of Ascendancy at 06:50 see stats
Log
ZenAdventures slows down.
Talent Guardian Unity is ready to use.
Talent Abduction is ready to use.
Talent Voracious Blade is ready to use.
Polodabeth the great wolf's Slime Spit hits ZenAdventures for (12 dissipated), 27 nature (27 total damage).
Poison from Polodabeth the great wolf hits ZenAdventures for (5 dissipated), 12 nature (12 total damage).
ZenAdventures casts Draining Assault.
You feel your rampage slowing down. (-1 duration)
ZenAdventures steals life from Polodabeth the great wolf!
Polodabeth the great wolf hits ZenAdventures for 12 healing, 10 healing (0 total damage) [22 healing].
ZenAdventures hits Polodabeth the great wolf for (10 flat reduction), 66 physical, (5 flat reduction), 0 fire, (10 flat reduction), 56 physical, (5 flat reduction), 0 fire (123 total damage).
Polodabeth the great wolf uses Pulse Detonator.
Your hatred grows even as your life fades! (+7 hate)
ZenAdventures resists the knockback!
ZenAdventures is dazed!
ZenAdventures is not dazed anymore.
Poison from Polodabeth the great wolf hits ZenAdventures for (10 dissipated), 24 nature (24 total damage).
Polodabeth the great wolf's Pulse Detonator hits ZenAdventures for (22 dissipated), 88 physical (88 total damage).
ZenAdventures casts Abduction.
You cannot go into the wilds with the following effects: Slow, Off-balance, Poison
ZenAdventures deactivates Abyssal Shield.
ZenAdventures feels pain again.
ZenAdventures is no longer rampaging.
ZenAdventures stops regenerating health quickly.
ZenAdventures deactivates Energy Decomposition.
ZenAdventures stops being poisoned.
ZenAdventures speeds up.
ZenAdventures's surge ends.






















































































