










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.5.9Official 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 | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 18 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Glilaith the rattlesnake at level 12 on the 16th Dusk 122nd year of Ascendancy at 02:13 0 / 6Killed by shadow at level 14 on the 21st Dusk 122nd year of Ascendancy at 12:43 Killed by Polora the sandworm at level 17 on the 46th Dusk 122nd year of Ascendancy at 06:50 Killed by Xadhevea the green worm mass at level 17 on the 46th Dusk 122nd year of Ascendancy at 12:39 Killed by Lisumira the fire drake hatchling at level 18 on the 61st Dusk 122nd year of Ascendancy at 17:28 Killed by Hard class bad player at level 18 on the 61st Dusk 122nd year of Ascendancy at 17:32 |
Primary Stats
| Strength | 37 (base 13) |
| Dexterity | 36 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 50 (base 46) |
| Willpower | 27 (base 10) |
| Cunning | 56 (base 37) |
Resources
| Life | 536/536 |
| Mana | 307/307 |
| Stamina | 198/198 |
| Healing Factor | 1.6383870967742 |
| Regeneration | 4.1778870967741 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 40 |
| Crit Chance | 23% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Acid | +33% |
| Light | +4% |
| Temporal | +12% |
| Lightning | +9% |
| Arcane | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| Acid | +35% |
Defense: Base
| Armour (hardiness) | 40.062037804251 (76.102564102564%) |
| Defense | 24 |
| Ranged Defense | 29 |
| Fatigue | 26 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 304 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 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 822% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.24 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by rogue. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern 'Eremydrazilarion'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances penetration: +20% physical Physical save: +6 (+3 eff.) Life regen: +0.60 Light radius: +2 Healing mod.: +11% 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 | iron helm 'Emavea' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Dex / +2 Wil / +3 Cun Changes resistances: +1% physical Changes damage: +9% arcane Maximum life: +20.00 Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ulfudulen the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Damage (Melee): 6 light Changes stats: +1 Wil Changes resistances: +7% light / +3% physical Changes damage: +4% light Maximum mana: +20.00 Maximum stamina: +5.00 Maximum vim: +10.00 Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Khelohell the Flashworth (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes stats: +1 Str Changes resistances: +6% lightning Changes damage: +9% acid / +9% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Mayuvea the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease * 11% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 21 light Changes stats: +4 Wil / +4 Mag Changes resistances: +12% temporal Changes damage: +12% temporal Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Haroneg'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +4 Cun Mental save: +6 (+3 eff.) Equilibrium when hit: +0.16 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
| Around neck | HaludirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +6% mind Changes resistances penetration: +15% acid Changes damage: +24% acid Talent mastery: +0.14 Cunning / Survival Amulets can have magical properties. |
| In main hand | ash starstaff 'Ce'Nema' (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +7% Damage when hit (Melee): 8 physical Changes stats: +3 Con Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of the Calm WatersInfused 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 off hand | Duregorn (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +20 insidious poison / +7 temporal / +11 nature / +9 mind When wielded/worn: Armour: +4 Changes stats: +3 Wil / +3 Cun / +1 Con Disease immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
| Cloak | Ulfuregogas the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% physical Changes resistances penetration: +5% physical Critical mult.: +6.00% 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. |
| Main armor | steel mail armour 'Isylelle' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +4 Wil Changes resistances: +20% fire / +3% temporal Changes resistances penetration: +20% acid Mental save: +12 (+6 eff.) Life regen: +1.70 Maximum life: +41.00 See invisible: +12 Healing mod.: +18% A suit of armour made of mail. |
Inventory
phase door rune (range 10; power 15; dur 5)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: 7 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%. 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. |
phase door rune of the wizard (range 8; power 28; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
shielding rune of the sneak (absorb 271 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 271 damage for 4 turns. Its effects scale with your Cunning 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. |
Glurida the PhlegmcryptInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Con / +3 Wil Physical save: +6 (+3 eff.) Mental save: +12 (+6 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +6% Rings can have magical properties. |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 104.58 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Branosta' (17.5-22.75 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 cold When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +1 Defense: +5 (+3 eff.) Changes resistances: +3% nature Changes damage: +3% physical Disarm immunity: +16% Confusion immunity: +5% Stamina each turn: +0.20 Sharp, short and deadly. |
arcing steel greatsword of massacre (30-48 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Massive two-handed swords. |
Voidbringer (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 17 arcane Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +15% darkness / +3% arcane Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +48.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elubeth (6 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +2% Changes resistances: +9% blight Confusion immunity: +10% Teleport immunity: +5% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isewyn the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +2 Dex / +2 Mag / +3 Cun Changes damage: +3% arcane Mana each turn: +0.04 Equilibrium when hit: +0.16 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanurak (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% cold / +5% fire / +3% mind / +9% temporal Changes damage: +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
100 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. |
4 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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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)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 When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Light radius: +4 See stealth: +8 See invisible: +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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +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. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +43.00 Light radius: +2 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
supercharged iron torque of kinetic psionic shield [power 35] (26/26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
10 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Hard class bad player the Skeleton Arcane Blade level 17
43rd Dusk 122nd year of Ascendancy at 07:15 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Hard class bad player the Skeleton Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 15:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Hard class bad player the Skeleton Arcane Blade level 7
5th Flare 122nd year of Ascendancy at 02:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Hard class bad player the Skeleton Arcane Blade level 6
1st Flare 122nd year of Ascendancy at 21:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Hard class bad player the Skeleton Arcane Blade level 6
2nd Summertide 122nd year of Ascendancy at 20:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Hard class bad player the Skeleton Arcane Blade level 14
18th Dusk 122nd year of Ascendancy at 20:54 see stats
Log
Ce'Nydhemira the snow giant's demonfire area effect hits Cutpurse for 17 fire damage.
Ce'Nydhemira the snow giant's demonfire area effect hits Lisumira the fire drake hatchling for 0 fire damage.
Ce'Nydhemira the snow giant's demonfire area effect hits Ce'Nydhemira the snow giant for 14 fire damage.
Ce'Nydhemira the snow giant's demonfire area effect hits Faeros for 0 fire damage.
Ce'Nydhemira the snow giant's demonfire area effect hits Cutpurse for 17 fire damage.
Ce'Nydhemira the snow giant is fully armored again.
Hard class bad player stops surging mana.
Talent Flurry is ready to use.
Lisumira the fire drake hatchling casts Invoke Darkness.
Lisumira the fire drake hatchling hits Hard class bad player for 230 darkness damage.
Hard class bad player the level 18 skeleton arcane blade was darkened to death by Lisumira the fire drake hatchling on level 1 of Daikara.
You have no more lives left.
Hard class bad player deactivates Arcane Feed.
Hard class bad player deactivates Stone Skin.
Hard class bad player deactivates Fiery Hands.
Hard class bad player deactivates Shock Hands.
Hard class bad player deactivates Arcane Combat.
Hard class bad player deactivates Chant of Fortitude.
Hard class bad player deactivates Shielding.
Hard class bad player deactivates Arcane Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Lisumira the fire drake hatchling killed Hard class bad player!
Talent Rune: Shielding is ready to use.
Saving done.
Saving game...



































































































