Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. ZOmnibus Addon Pack 1.4.0Combines 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: Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 14 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Isina the cutpurse at level 14 on the 22nd Dusk 122nd year of Ascendancy at 14:41 / 1 |
Primary Stats
| Strength | 29 (base 31) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 42 (base 40) |
| Willpower | 16 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -7/330 |
| Mana | 0/208 |
| Stamina | 159/164 |
| Positive | 28/49 |
| Healing Factor | 1.4 |
| Regeneration | 4.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 20 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 23 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 9 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 34% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Searing Sight |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The target is on fire, taking 29.22 fire damage per turn. Burning |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 10.99 nature damage per turn. Poison |
| detrimental effect | Huge cut that bleeds, doing 22.69 physical damage per turn. Bleeding |
| detrimental effect | Damage reduced by 40%. To The Arms |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | 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 |
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. | 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 |
Equipment
| On feet | [vs. Glarecut the pair of rough leather boots (0 def, 1 armour) (On feet)] Glarecut the pair of rough leather boots (0 def, 1 armour)Glarecut the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes resistances: +3%(-) darkness Maximum encumbrance: +23 (-) Physical save: +6 (+3 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. rough leather cap 'Starrend' (0 def, 2 armour) (On head)] rough leather cap 'Starrend' (0 def, 2 armour)rough leather cap 'Starrend' (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes damage: +6%(-) light Infravision radius: +1 (-) A cap made of leather. |
| Tool | [vs. Imp Claw (Tool)] Imp ClawImp Claw Powered 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 121.41 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. |
| On fingers | [vs. mule's steel ring of power (On fingers, 1 of 2)] mule's steel ring of powermule's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) (-) Fatigue: -4% (-) Maximum encumbrance: +24 (-) Spellpower: +6 (+3 eff.) (-) Mindpower: +5 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring of power (On fingers, 1 of 2)] copper ring of powercopper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (+1 (+0 eff.)) Fatigue: +0% (+4%) Maximum encumbrance: +0 (-24) Spellpower: +5 (+3 eff.) (-1 (+0 eff.)) Mindpower: +6 (+3 eff.) (+1 (+1 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] potent ash starstaff of might (115% power, 3 apr, light element)potent ash starstaff of might (115% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +17%(-) light Talents granted: +1.00(-) Command Staff Spellpower: +8 (+4 eff.) (-) Spell crit. chance: +7% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. restful rough leather gloves of war-making (0 def, 1 armour) (On hands)] restful rough leather gloves of war-making (0 def, 1 armour)restful rough leather gloves of war-making (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% (-) Armour: +1 (-) Critical mult.: +6.00% (-) Life regen: +1.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +10.00 (-) Spell crit. chance: +5% (-) Mental crit. chance: +6% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Adelrakira the Treeking (1 def, 2 armour) (Main armor)] Adelrakira the Treeking (1 def, 2 armour)Adelrakira the Treeking (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Changes resistances: +3%(-) fire / +6%(-) darkness / +3%(-) nature Life regen: +2.00 (-) Stamina each turn: +0.60 (-) A suit of armour made of leather. |
| Cloak | [vs. enveloping linen cloak (7 def, 0 armour) (Cloak)] enveloping linen cloak (7 def, 0 armour)enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) (-) Physical save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
regeneration infusion of the warrior (heal 158 over 5 turns) regeneration infusion of the warrior (heal 158 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 158 life over 5 turns. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the wizard (heal 254 over 5 turns)regeneration infusion of the wizard (heal 254 over 5 turns) 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the wizard (1167% regen over 10 turns; 58 instant mana)manasurge rune of the wizard (1167% regen over 10 turns; 58 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1167% for 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)] copper amulet of healingcopper amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Cut immunity: +40% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)] starlit copper amulet of constitution (+2)starlit copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +2 Con Changes resistances: +12% light / +10% darkness Blindness immunity: +20% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. mule's steel ring of power (On fingers, 1 of 2)] copper ring 'Lisutta'copper ring 'Lisutta' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (+4%) Changes stats: +1 Mag / +1 Wil Changes resistances penetration: +10% blight Maximum encumbrance: +0 (-24) Mental save: +5 (+5 eff.) Confusion immunity: +20% Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] Lisenor the elm starstaff (100% power, 2 apr, light element)Lisenor the elm starstaff (100% power, 2 apr, light element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% (-15%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-1) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Damage (Melee): +8 physical Burst (radius 2) on crit: +4 physical When wielded/worn: Changes damage: +10%(-7%) light Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-5 (-2 eff.)) Spell crit. chance: +1% (-6%) Staves designed for wielders of magic, by the greats of the art. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] ash starstaff of illumination (111% power, 3 apr, light element)ash starstaff of illumination (111% power, 3 apr, light element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-3%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +15%(-2%) light Talents granted: +1.00(-) Command Staff Spellpower: +6 (+3 eff.) (-2 (-1 eff.)) Spell crit. chance: +2% (-5%) Light radius: +2 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 100.55 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] elemental steel greatmaul of vileness (136% power, 2 apr)This item will automatically be transmogrified when you leave the level. elemental steel greatmaul of vileness (136% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 136% (+21%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-1) Physical crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 9% chance to disease (+9%) + Random elemental explosion Damage (Melee): +10 blight When wielded/worn: Changes resistances penetration: +13% acid / +12% fire / +12% cold / +13% lightning Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) Massive two-handed mauls. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] steel mace of massacre (120% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace of massacre (120% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 120% (+5%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Physical crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) Blunt and deadly. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] Skullcleaver (120% power, 4 apr)Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 120% (+5%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (+1) Physical crit. chance: +12.0% (+9.0%) 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 / +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) 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. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] balanced steel waraxe of daylight (111% power, 3 apr)This item will automatically be transmogrified when you leave the level. balanced steel waraxe of daylight (111% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 111% (-3%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +5 light Damage against: +13% Undead When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+6 eff.) Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Disarm immunity: +23% Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) One-handed war axes. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] steel waraxe (109% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel waraxe (109% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 109% (-6%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) One-handed war axes. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] hateful iron dagger (101% power, 5 apr)This item will automatically be transmogrified when you leave the level. hateful iron dagger (101% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% (-13%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+2) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +4 darkness Damage against: +5% Living When wielded/worn: Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) Sharp, short and deadly. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] steel dagger (108% power, 6 apr)This item will automatically be transmogrified when you leave the level. steel dagger (108% power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% (-7%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+3) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) Sharp, short and deadly. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] ash longbowThis item will automatically be transmogrified when you leave the level. ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-3.0%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Changes damage: +0%(-17%) light Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) Longbows are used to shoot arrows at your foes. |
[vs. potent ash starstaff of might (115% power, 3 apr, light element) (In main hand)] fungal cured leather slingThis item will automatically be transmogrified when you leave the level. fungal cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-3.0%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Changes stats: +2 Con Changes damage: +0%(-17%) light Talent mastery: +0.10 Wild-gift / Fungus Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-8 (-4 eff.)) Spell crit. chance: +0% (-7%) It can be used to regenerate 74 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 41.5 block)steel shield (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
[vs. Adelrakira the Treeking (1 def, 2 armour) (Main armor)] Robes of Deflection (0 def, 7 armour)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 (+5) Armour Hardiness: +30% Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Changes stats: +3 Mag / +3 Con Changes resistances: +0%(-3%) fire / +0%(-6%) darkness / +0%(-3%) nature Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
[vs. Adelrakira the Treeking (1 def, 2 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +12 (+12 eff.) (+11 (+11 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 10 cold Changes resistances: +0%(-3%) nature / +0%(-3%) fire / +0%(-6%) darkness / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. Adelrakira the Treeking (1 def, 2 armour) (Main armor)] spellwoven woollen robe (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-6%) Changes resistances: +0%(-3%) fire / +0%(-6%) darkness / +0%(-3%) nature Spell save: +16 (+8 eff.) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.60) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Glarecut the pair of rough leather boots (0 def, 1 armour) (On feet)] traveler's pair of iron boots of tirelessness (0 def, 3 armour)traveler's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -2% (+2%) Damage (Melee): 0(-30) item light blind Changes resistances: +0%(-3%) darkness Maximum encumbrance: +20 (-3) Physical save: +6 (+3 eff.) (-) Stamina each turn: +0.30 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. restful rough leather gloves of war-making (0 def, 1 armour) (On hands)] Galodig (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. Galodig (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +2 Physical crit. chance: +0.0% (-6.0%) Physical power: +2 (+1 eff.) Armour: +2 (+1) Damage (Melee): 8 acid Changes resistances: +6% acid Changes damage: +6% acid Critical mult.: +0.00% (-6.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-10.00) Spell crit. chance: +0% (-5%) Mental crit. chance: +0% (-6%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather cap 'Starrend' (0 def, 2 armour) (On head)] linen wizard hat of light (+15%) (1 def, 0 armour)linen wizard hat of light (+15%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-30) item light blind Changes resistances: +15% light Changes damage: +10%(+4%) light Infravision radius: +0 (-1) A pointy cloth hat, very wizardly... |
[vs. rough leather cap 'Starrend' (0 def, 2 armour) (On head)] bladed rough leather cap of trickery (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. bladed rough leather cap of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 (-1) Fatigue: +1% (-) Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 6 physical Changes stats: +2 Str / +3 Dex / +2 Cun Changes damage: +0%(-6%) light Infravision radius: +0 (-1) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 60.3 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
[vs. rough leather cap 'Starrend' (0 def, 2 armour) (On head)] miner's rough leather cap of strength (+3) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. miner's rough leather cap of strength (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+1) Fatigue: +1% (-) Damage (Melee): 0(-30) item light blind Changes stats: +3 Str Changes damage: +0%(-6%) light Infravision radius: +2 (+1) A cap made of leather. |
aquamarine 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. |
[vs. Summertide Phial (Light source)] Rainjustice the brass lanternRainjustice the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +3% nature / +0%(-30%) light Changes resistances penetration: +5% darkness Changes damage: +6% mind / +0%(-10%) light Light radius: +2 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Imp Claw (Tool)] 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Imp Claw (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+3 eff.) Light radius: +0 (-1) See stealth: +0 (-10) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 7 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 80% 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. |
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), 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) 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. |
[vs. Imp Claw (Tool)] hateful steel torque of kinetic psionic shield [power 47] (20 cooldown)This item will automatically be transmogrified when you leave the level. hateful steel torque of kinetic psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Imp Claw (Tool)] quick ash totem of cure ailments [power 1] (7 cooldown)This item will automatically be transmogrified when you leave the level. quick ash totem of cure ailments [power 1] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Imp Claw (Tool)] Flashkarma [power 93] (9 cooldown)Flashkarma [power 93] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Light radius: +3 (+2) See stealth: +0 (-10) It can be used to creates a wall of flames lasting 4 turns (dealing 93 fire damage overall), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Paladin the Shalore Sun Paladin level 12
10th Flare 122nd year of Ascendancy at 14:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Paladin the Shalore Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 09:06 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Paladin the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 11:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Paladin the Shalore Sun Paladin level 8
5th Mirth 122nd year of Ascendancy at 14:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Paladin the Shalore Sun Paladin level 12
9th Dusk 122nd year of Ascendancy at 01:37 see stats
Log
Paladin hits Isina the cutpurse for 12 physical, 2 mind, 14 light, , 6 light, 6 light (42 total damage).
Paladin hits Gagaba the thief for 7 light damage.
Isina the cutpurse hits Paladin for 6 mind, 3 light, , 21 physical, 1 nature, 5 fire, 10 physical, 1 nature, 1 nature, 5 fire (58 total damage).
Gagaba the thief hits Paladin for 71 physical, 5 nature, 8 temporal (86 total damage).
Paladin hits Isina the cutpurse for 8 light damage.
Paladin hits Gagaba the thief for 9 light damage.
Bleeding from Isina the cutpurse hits Paladin for 4 physical damage.
Burning from Isina the cutpurse hits Paladin for 6 fire damage.
Poison from Gagaba the thief hits Paladin for 7 nature damage.
Paladin is confused and fails to use Healing Light.
Gagaba the thief rushes out!
Paladin deactivates Second Life.
Paladin has been healed by a blast of positive energy!
Paladin receives 107 healing.
Paladin hits Isina the cutpurse for 6 light, 6 light (13 total damage).
Paladin hits Gagaba the thief for 7 light damage.
Isina the cutpurse hits Paladin for 20 physical, 1 nature, 5 fire, 10 physical, 1 nature, 1 nature, 0 fire (40 total damage).
Gagaba the thief hits Paladin for 26 physical, 5 nature, 8 temporal (40 total damage).
Paladin hits Isina the cutpurse for 8 light damage.
Paladin hits Gagaba the thief for 9 light damage.
Bleeding from Isina the cutpurse hits Paladin for 6 physical damage.
Burning from Isina the cutpurse hits Paladin for 8 fire damage.
Poison from Gagaba the thief hits Paladin for 7 nature damage.
Paladin is confused and fails to use Rune: Phase Door.
Gagaba the thief uses Highborn's Bloom.
Gagaba the thief performs a melee critical strike against Paladin!
Isina the cutpurse performs a melee critical strike against Paladin!
Saving game...
