Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Embers of Rage 1.7.4Official 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.7.4Official 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 25 / 93% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 15 (base 13) |
Dexterity | 64 (base 46) |
Constitution | 58 (base 30) |
Magic | 13 (base 10) |
Willpower | 20 (base 10) |
Cunning | 57 (base 38) |
Resources
Life | 816/816 |
Stamina | 192/192 |
Healing Factor | 1.4401339505268 |
Regeneration | 6.984649660055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -993 |
Infravision | 5 |
See Stealth | 39.757149532781 |
See Invisible | 39.757149532781 |
Stealth | 59 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 12 |
Accuracy | 47 |
Crit Chance | 24% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 47 |
Crit Chance | 25% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Cold | +11% |
All | 0% |
Darkness | +17% |
Light | +6% |
Mind | +22% |
Lightning | +10% |
Fire | +14% |
Nature | +21% |
Offense: Damage Penetration
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 44 (94.007671158813%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 23 |
Mental Save | 37 |
Defense: Resistances
Nature | + 60%( 70%) |
Acid | + 35%( 70%) |
Light | + 33%( 70%) |
Temporal | + 31%( 70%) |
Blight | + 31%( 70%) |
Physical | + 34%( 70%) |
Darkness | + 31%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 11% |
Pinning Resistance | 22% |
Disarm Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (3/4)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Stealth |
talent | Numbing Poison |
talent | Chant of Fortress |
talent | Insidious Poison |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 100 - 140 Accuracy: 77 (knife) APR: 24 Crit Chance: +40% Crit mult: 187% Uses Stats: 50% Cun, 70% Dex |
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 |
Escort the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara) | active |
You failed to protect the lost sun paladin from death by Ivuriann the rattlesnake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * You've found the needed green worm. | 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 within | active |
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 | Rharion the Duskbore (0 def, 7 armour) Rharion the Duskbore (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +5 Dex / +2 Mag / +6 Con Changes resistances: +6% darkness Changes damage: +3% cold Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Dourbreak DourbreakInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +10 Damage when hit (Melee): 2 darkness Physical save: +6 (+2 eff.) Light radius: +5 Healing mod.: +12% 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 | dwarven-steel helm 'Poxwill' (5 def, 8 armour) dwarven-steel helm 'Poxwill' (5 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 54% * 20 arcane resource burn Changes resistances: +3% blight / +9% light / +3% all Changes damage: +3% light / +3% nature Physical save: +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Ivyrawe (0 def, 2 armour) Ivyrawe (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +2 Con Changes resistances: +6% acid / +9% nature Changes damage: +4% acid Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +28% Life regen: +3.00 Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum stamina: +10.00 Light radius: +3 When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Sunripper the steel torque of psionic shield [power 43] (21 cooldown) Sunripper the steel torque of psionic shield [power 43] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% blight / +6% temporal / +6% nature Changes resistances penetration: +5% light It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | steel ring 'Eremidudin' steel ring 'Eremidudin'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Str / +3 Cun / +4 Con Changes resistances: +1% physical Disarm immunity: +27% Pinning immunity: +22% Stun/Freeze immunity: +10% Knockback immunity: +45% Maximum life: +20.00 Rings make your fingers look great! |
Around neck | Yvetira YvetiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Fatigue: -6% Changes stats: +5 Dex / +2 Wil / +5 Cun / +4 Con Changes resistances: +7% physical Mental save: +5 (+3 eff.) Confusion immunity: +11% Life regen: +1.00 Stamina each turn: +0.60 Mindpower: +7 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
In main hand | horrifying mossy mindstar of life (2-3 power, 12 apr, nature damage) horrifying mossy mindstar of life (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 4 darkness Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Gloredhetta the hardened leather belt Gloredhetta the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Dex / +4 Wil / +6 Con Changes resistances: +6% acid Critical mult.: +10.00% Maximum life: +48.00 A belt that goes around your waist. |
In off hand | Undeathwhisper (8-9 power, 24 apr, mind damage) Undeathwhisper (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 54% Damage (Melee): +12 nature When wielded/worn: Damage (Melee): 6 mind / 6 darkness Changes damage: +10% lightning / +4% darkness / +3% light / +3% nature / +8% cold / +4% mind / +14% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Physical save: +5 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Xerylle (1 def, 0 armour) Xerylle (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex / +1 Mag / +2 Cun Maximum life: +30.00 Mindpower: +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Murim the steel ring Murim the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +8 Str / +5 Con Physical save: +6 (+2 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
conjurer's steel ring =MAGIC= conjurer's steel ring =MAGIC=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+7 eff.) Rings make your fingers look great! |
warrior's copper ring of time (+10%) warrior's copper ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% temporal Changes damage: +10% temporal Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 0% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Beryrath' (24-32 power, 7 apr) dwarven-steel dagger 'Beryrath' (24-32 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): +11 blight When wielded/worn: Armour penetration: +5 Physical crit. chance: +11.0% Changes resistances: +9% cold Critical mult.: +16.00% Disarm immunity: +10% Knockback immunity: +20% Maximum life: +20.00 Sharp, short and deadly. |
Morningpyre (22-30 power, 4 apr) =MAGIC= Morningpyre (22-30 power, 4 apr) =MAGIC=Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 54% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +11 darkness / +4 light Damage (radius 2) on crit: +12 light Damage against: +7% Living When wielded/worn: Physical crit. chance: +8.0% Changes stats: +7 Str / +5 Dex / +4 Mag / +3 Wil / +5 Cun / +4 Con Changes resistances penetration: +10% light Changes damage: +6% nature Sharp, long, and deadly. |
Gylelaith the dwarven-steel mace (28-38 power, 4 apr) =MAGIC= Gylelaith the dwarven-steel mace (28-38 power, 4 apr) =MAGIC=Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes stats: +5 Mag / +3 Wil Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.08 Infravision radius: +3 Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 33 power out of 40/40) : Effective talent level: 1.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 17 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of magery =MAGIC= noble's rough leather belt of magery =MAGIC=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +8 Wil / +4 Cun Damage against: +17% Summoned Reduced damage from: +17% Summoned Spell crit. chance: +3% A belt that goes around your waist. |
Dagamas the cashmere cloak (2 def, 0 armour) =MAGIC= Dagamas the cashmere cloak (2 def, 0 armour) =MAGIC=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Dex / +6 Mag / +7 Cun See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Muckterror (3 def, 3 armour) =MAGIC= Muckterror (3 def, 3 armour) =MAGIC=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +4 Mag / +4 Cun / +4 Con Changes resistances: +7% darkness / +7% light / +9% all Changes damage: +7% light / +9% nature Reduces incoming crit damage: 15.00% Mental save: +17 (+7 eff.) Poison immunity: +22% Disease immunity: +23% Maximum life: +38.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ebonyrace the pair of rough leather boots (0 def, 1 armour) =MAGIC= Ebonyrace the pair of rough leather boots (0 def, 1 armour) =MAGIC=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +3 Mag / +2 Wil Changes resistances penetration: +5% acid / +15% darkness / +5% mind Changes damage: +15% acid / +6% mind It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 21 turns. A pair of boots made of leather. |
Xanyrena the hardened leather gloves (30 def, 2 armour) Xanyrena the hardened leather gloves (30 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Defense: +30 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +4 Dex Blindness immunity: +20% Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets (0 def, 2 armour) =MAGIC= alchemist's dwarven-steel gauntlets (0 def, 2 armour) =MAGIC=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): 4 acid / 6 fire / 5 cold / 5 lightning Changes stats: +2 Mag / +3 Wil When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +4 ice / +4 fire / +4 acid / +19 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Hathugar the iron helm (0 def, 13 armour) Hathugar the iron helm (0 def, 13 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +2 Mag Changes resistances: +1% physical / +6% cold Changes damage: +6% blight Allows you to breathe in: water Mana when firing critical spell: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Starstoker the rough leather cap (0 def, 1 armour) Starstoker the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light Changes stats: +1 Cun / +3 Wil Physical save: +11 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Mental crit. chance: +3% A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap 'Nimbusgrind' (10 def, 11 armour) hardened leather cap 'Nimbusgrind' (10 def, 11 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +11 Defense: +10 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 6 physical Changes resistances: +6% lightning / +13% light / +13% darkness Only die when reaching: -80.00 life A cap made of leather. |
253 alchemist agate 253 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 emerald 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
Islovena IslovenaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Mental save: +14 (+6 eff.) Maximum hate: +4.00 Maximum psi: +10.00 Mindpower: +5 (+2 eff.) Light radius: +3 See stealth: +7 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. |
brass lantern 'Ashquake' brass lantern 'Ashquake'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil Changes resistances: +3% nature / +6% cold Changes damage: +6% mind / +3% fire Light radius: +4 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 63% of the healing done. This effect scales with your Magic stat. Activation costs 62 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)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 166 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 Chest 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. |
Hellgash [power 100] (21 cooldown) Hellgash [power 100] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% lightning / +6% light Changes damage: +3% fire Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 106 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 21 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
zircon 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
By Maresjan the Halfling Rogue level 24
62nd Haze 122nd year of Ascendancy at 06:52 see stats
By Maresjan the Halfling Rogue level 25
64th Haze 122nd year of Ascendancy at 04:40 see stats
By Maresjan the Halfling Rogue level 10
2nd Mirth 122nd year of Ascendancy at 15:55 see stats
By Maresjan the Halfling Rogue level 20
54th Dusk 122nd year of Ascendancy at 05:37 see stats
By Maresjan the Halfling Rogue level 20
65th Dusk 122nd year of Ascendancy at 16:35 see stats
By Maresjan the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 01:51 see stats
By Maresjan the Halfling Rogue level 19
8th Dusk 122nd year of Ascendancy at 12:48 see stats
By Maresjan the Halfling Rogue level 21
55th Haze 122nd year of Ascendancy at 23:02 see stats
By Maresjan the Halfling Rogue level 14
2nd Summertide 122nd year of Ascendancy at 16:18 see stats
Log
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 4.20 gold from the transmogrification of hardened leather armour of Eyal (9 def, 6 armour).
You gain 0.76 gold from the transmogrification of insulating pair of dwarven-steel boots (0 def, 4 armour).
You gain 3.07 gold from the transmogrification of arcing dwarven-steel waraxe of paradox (20-28 power, 4 apr).
You gain 4.92 gold from the transmogrification of earthen yew vilestaff of protection (20-24 power, 4 apr, blight element).
You gain 3.24 gold from the transmogrification of arcing dwarven-steel greatmaul of paradox (42-62 power, 2 apr).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 65th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Today is the 67th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:21.
Today is the 68th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
There is a Passageway into the Daikara here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.