











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Semi-Roguelike (barbecue) |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 10 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Caain (p) at level 10 on the 42nd Dusk 122nd year of Ascendancy at 07:22 / 1 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 30 (base 19) |
| Constitution | 20 (base 18) |
| Magic | 12 (base 12) |
| Willpower | 17 (base 14) |
| Cunning | 14 (base 12) |
Resources
| Life | -17/325 |
| Hate | 100/100 |
| Stamina | 144/144 |
| Healing Factor | 1.2970588855782 |
| Regeneration | 2.9183824925509 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 42 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 24.413408721348 (65.897138898113%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 29 |
| Physical Save | 16 |
| Spell Save | 10 |
| Mental Save | 10 |
Defense: Resistances
| Cold | + 21%( 70%) |
| Light | + 30%( 70%) |
| Fire | + 25%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by forest troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Equipment
| On feet | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) A pair of boots made of leather. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+2 eff.) (-) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10(-) fire Damage conversion: 100%(-) fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.51 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | [vs. insulating iron helm of dexterity (+3) (0 def, 3 armour) (On head)]insulating iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Dex Changes resistances: +5%(-) fire / +6%(-) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. elm totem of healing [power 110] (2/15 cooldown) (Tool)]elm totem of healing [power 110] (2/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| Around neck | [vs. copper amulet of dexterity (+3) (Around neck)]copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Dex Amulets make your neck look great! |
| In main hand | [vs. balanced iron dagger (97% power, 5 apr) (In main hand, 1 of 2)]balanced iron dagger (97% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 (+1 eff.) (-) Defense: +6 (+3 eff.) (-) Disarm immunity: +20% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| In off hand | [vs. Coral Spray (8 def, 8 armour, 117% power, 48 block) (In off hand)]Coral Spray (8 def, 8 armour, 117% power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15%(-) cold / +10%(-) fire Talents granted: +1.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | [vs. linen cloak (1 def, 0 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 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 | [vs. fortifying iron mail armour of Eyal (2 def, 4 armour) (Main armor)]fortifying iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes stats: +3(-) Str / +2(-) Con Life regen: +2.00 (-) Maximum life: +50.00 (-) Healing mod.: +11% (-) A suit of armour made of mail. |
Inventory
manasurge rune (regen 682% over 10 turns; mana 34; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 682% for 10 turns (51 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 720% over 10 turns; mana 36; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 720% for 10 turns (54 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution 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 spell talent. |
shatter afflictions rune of the duelist (absorb 50; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity 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 spell talent. |
This item will automatically be transmogrified when you leave the level.rogue's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Aeriwyn (111% power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+14%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +12 (+6 eff.) (+6 (+3 eff.)) Damage when hit (Melee): 4 physical Changes stats: +2 Cun Changes damage: +15% lightning Talent granted: +1 Command Staff Disarm immunity: +0% (-20%) Only die when reaching: -20.00 life Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +4 See invisible: +9 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 and deals 56.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash magestaff (111% power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+14%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes damage: +15% arcane Talent granted: +1 Command Staff Disarm immunity: +0% (-20%) Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Festerstreaker the steel greatmaul (140% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 141% (+43%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-3) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +5 (+3 eff.) (-1 (+0 eff.)) Changes resistances: +3% acid / +15% fire / +3% nature Changes resistances penetration: +5% nature Disarm immunity: +0% (-20%) Massive two-handed mauls. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic steel greatmaul (132% 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: 133% (+35%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-3) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Massive two-handed mauls. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel greatmaul of erosion (135% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% (+38%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-3) Crit. chance: +1.0% (-3.0%) Attack speed: 100% (-) Damage (Melee): +10 nature When wielded/worn: Accuracy: +7 (+2 eff.) (+2 (+1 eff.)) Defense: +7 (+4 eff.) (+1 (+1 eff.)) Disarm immunity: +36% (+16%) Massive two-handed mauls. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]River's Fury (125% power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% (+28%) Range: 1.4x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+3) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) (+5 (+2 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes resistances: +10% cold Changes damage: +10% cold Disarm immunity: +0% (-20%) Spellpower: +10 (+9 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.97 cold damage and 3.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel longsword (115% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% (+18%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Sharp, long, and deadly. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% (+23%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-1) Crit. chance: +12.0% (+8.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes damage: +8% blight Disarm immunity: +0% (-20%) 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. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel waraxe (103% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% (+6%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-2) Crit. chance: +4.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) One-handed war axes. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand, 1 of 2)]Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% (+14%) Range: 1.3x (+0.0x) Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+20) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) (+15 (+5 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel dagger 'Splendourkarma' (102% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% (+5%) Range: 1.3x (+0.0x) Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+1) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (radius 2) on crit: +4 light When wielded/worn: Accuracy: +7 (+2 eff.) (+2 (+1 eff.)) Defense: +6 (+3 eff.) (-) Effects on melee hit: * 10% chance to slow global speed by 38% * 20 arcane resource burn Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +6% light Disarm immunity: +20% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel dagger of vileness (102% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% (+5%) Range: 1.3x (+0.0x) Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+1) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +5 blight When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. warbringer's steel dagger of amnesia (103% power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% (+6%) Range: 1.3x (+0.0x) Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+1) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) On weapon hit: + 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical power: +6 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +2 Con Changes resistances penetration: +5% physical Disarm immunity: +11% (-9%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar 'Shinerigor' (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% (-12%) Range: 1.1x (-0.2x) 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: +18 (+13) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Effects on melee hit: * 20% chance to slow global speed by 38% Changes resistances: +3% temporal / +3% fire Changes damage: +6% light Talent granted: +1 Attune Mindstar Disarm immunity: +0% (-20%) Life regen: +0.60 Maximum life: +16.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]mighty elm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Firing range: +6 Damage (Ranged): +9 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical power: +9 (+3 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +3 Str Changes damage: +14% fire Disarm immunity: +0% (-20%) Longbows are used to shoot arrows at your foes. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steady ash longbow of recursion Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Firing range: +7 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +8 (+2 eff.) (+3 (+1 eff.)) Physical crit. chance: +3.0% Defense: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Longbows are used to shoot arrows at your foes. |
[vs. balanced iron dagger (97% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. cured leather sling 'Hailrazor' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +4 lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical power: +6 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +1 Str Changes resistances: +6% acid / +3% cold Changes resistances penetration: +20% cold Disarm immunity: +0% (-20%) Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows (20/20, 104% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 105% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of accuracy (14/14, 116% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 116% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.thought-forged pouch of steel shots (15/15, 122% power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to reduce all saves and defense by 13 Damage (Ranged): +5 mind Shots are used with slings to pummel your foes to death. |
[vs. fortifying iron mail armour of Eyal (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour of fire resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+2) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes stats: +0(-3) Str / +0(-2) Con Changes resistances: +16% fire Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) Healing mod.: +0% (-11%) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.opal 0.00 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. |
This item will automatically be transmogrified when you leave the level.2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. elm totem of healing [power 110] (2/15 cooldown) (Tool)]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. |
[vs. elm totem of healing [power 110] (2/15 cooldown) (Tool)]Eye 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.) 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 5 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. elm totem of healing [power 110] (2/15 cooldown) (Tool)]extending ash wand of lightning storm [power 176] (2/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10
Got a character to level 10.By Caain (p) the Cornac Wanderer level 10
42nd Dusk 122nd year of Ascendancy at 04:04 see stats
Log
Caain (p) speeds up.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Caain (p) for 88 physical damage.
Caain (p) uses Infusion: Healing.
Caain (p) receives 65 healing from Infusion: Healing.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Caain (p) for 91 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Caain (p) for 61 physical damage.
Caain (p) uses Infusion: Regeneration.
Caain (p) starts regenerating health quickly.
Caain (p) slows down.
Red jelly's Slime Spit hits Caain (p) for 58 fire damage.
The unstable sand tunnel collapses!
Resting starts...
Caain (p) starts suffocating to death!
Rested for 1 turns (stop reason: detrimental status effect).
Caain (p) is suffocating.
Caain (p) wears (replacing Eye of the Dreaming One): elm totem of healing [power 110] (15 cooldown).
Caain (p) speeds up.
Caain (p) the level 10 cornac wanderer suffocated to death on level 2 of Sandworm lair.





































































