











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Wyrmic |
| Level / Exp | 18 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Umbral Razor at level 17 on the 48th Haze 122nd year of Ascendancy at 19:07 1 / 5Killed by Animated steady hardened leather sling of lightning at level 17 on the 48th Haze 122nd year of Ascendancy at 19:32 Killed by onilug at level 17 on the 57th Haze 122nd year of Ascendancy at 10:04 Killed by worm that walks at level 18 on the 59th Haze 122nd year of Ascendancy at 15:48 Killed by worm that walks at level 18 on the 59th Haze 122nd year of Ascendancy at 16:50 |
Primary Stats
| Strength | 13 (base 30) |
| Dexterity | 1 (base 10) |
| Constitution | 1 (base 23) |
| Magic | 23 (base 10) |
| Willpower | 57 (base 37) |
| Cunning | 28 (base 10) |
Resources
| Life | -90/503 |
| Stamina | 238/268 |
| Equilibrium | 53 |
| Healing Factor | 0.22687900800734 |
| Regeneration | 12.384911659154 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 41 |
| Crit Chance | 19% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Nature | +15% |
| Lightning | +10% |
| Arcane | +5% |
| Cold | +45% |
| All | 0% |
Offense: Damage Penetration
| Physical | +22% |
| Acid | +12% |
| Darkness | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 37 |
| Physical Save | 4 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Acid | -1%( 70%) |
| Arcane | -12%( 70%) |
| Cold | + 16%( 70%) |
| All | -20%( 70%) |
| Lightning | + 17%( 70%) |
| Physical | -9%( 70%) |
| Darkness | -9%( 70%) |
| Mind | -6%( 70%) |
| Fire | 0%( 70%) |
| Nature | -4%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Knockback Resistance | 21% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 34.75 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 98.66 blight damage and spawn a carrion worm mass. |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
| detrimental effect | Slowed by 50% and taking 94 crushing damage per turn. Imploding (slow) |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 27. Illness |
| beneficial effect | A flow of life spins around the target, regenerating 49.44 life per turn. Regeneration |
| beneficial effect | The target is able to burrow into walls, and additionally has 29 more APR and 15% more physical resistance penetration. Burrow |
| detrimental effect | The target is infected by a disease, doing 45.96 blight damage per turn and reducing healing received by 66%. EpidemicEach non-disease blight damage done to it will spread the disease. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) 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(-) Wil / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. Rhifang (Light source)]Rhifang Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +5 (+3 eff.) (-) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 16(-) fire Changes resistances: +12%(-) mind / +7%(-) fire Stun/Freeze immunity: +20% (-) Teleport immunity: +20% (-) Light radius: +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.51 to 103.53 lightning damage (69.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | [vs. hardened leather gloves 'Dimwish' (0 def, 2 armour) (On hands)]hardened leather gloves 'Dimwish' (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Effects on melee hit: * 20% chance to reduce damage dealt by 22% * 10% chance to reduce strength, dexterity, and constitution by 16 Damage (Melee): 0(-10) item blight disease / 0(-20) item darkness numbing Damage when hit (Melee): 2(-) blight / 4(-) darkness Changes stats: +3(-) Mag Changes resistances: +9%(-) darkness Changes damage: +5%(-) arcane / +6%(-) acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. innervating yew totem of healing [power 248] (11/15 cooldown) (Tool)]innervating yew totem of healing [power 248] (11/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% (-) Pinning immunity: +20% (-) Knockback immunity: +21% (-) Maximum life: +22.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of tenacity (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes stats: +7 Cun / +6 Mag Changes resistances: +3% nature Changes resistances penetration: +5% darkness Changes damage: +15% nature Disarm immunity: +0% (-21%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-22.00) Spellpower: +13 (+6 eff.) Movement speed: +12% Can be unequipped or rerolled. Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering 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 (+1 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... |
| In main hand | [vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand)]dwarven-steel mace of shearing (26-36 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +7 (-) Changes resistances penetration: +7%(-) all Blunt and deadly. |
| Around waist | [vs. Rope Belt of the Thaloren (Around waist)]Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7(-) Cun / +8(-) Wil Talent masteries: +0.20(-) Wild-gift / Harmony Mindpower: +15 (+5 eff.) (-) Mental crit. chance: +15% (-) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | [vs. acidic steel shield of lightning resistance (+15%) (0 def, 4 armour, 14-17 power, 37.5 block) (In off hand)]acidic steel shield of lightning resistance (+15%) (0 def, 4 armour, 14-17 power, 37.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +38 (-) On weapon hit: * 12% chance to reduce armor by 26% When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Damage (Melee): 5(-) acid Damage when hit (Melee): 3(-) acid Changes resistances: +15%(-) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. cashmere cloak 'Xeromirassra' (32 def, 0 armour) (Cloak)]cashmere cloak 'Xeromirassra' (32 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) (-) Defense: +32 (+22 eff.) (-) Changes stats: +3(-) Mag / +2(-) Wil / +3(-) Con Only die when reaching: -40.00 life (-) 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. Veladheth the Boltborn (0 def, 9 armour) (Main armor)]Veladheth the Boltborn (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Fatigue: +22% (-) Damage (Melee): 12(-) acid / 9(-) fire Damage when hit (Melee): 11(-) acid / 10(-) fire / 8(-) blight Changes resistances: +16%(-) acid / +10%(-) fire / +6%(-) lightning Changes resistances penetration: +5%(-) acid Changes damage: +3%(-) acid Spell crit. chance: +3% (-) A suit of armour made of metal plates. |
Inventory
[vs. copper ring of tenacity (On fingers, 1 of 2)]savior's copper ring of nature (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+7 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-21%) Maximum life: +0.00 (-22.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand)]Poltergeist's Brenukalthodur the ash vilestaff (15-18 power, 3 apr, physical 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(-11.0 - -18.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 18 arcane Changes resistances: +6% acid / +7% temporal / +8% darkness Changes resistances penetration: +0%(-7%) all / +8% physical Changes damage: +15% physical / +4% all Talent granted: +1 Command Staff Maximum mana: +44.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Mental crit. chance: +2% Defense after a teleport: +23 Resist all after a teleport: +24% New effects duration reduction after a teleport: +23% Reduces paradox anomalies(equivalent to willpower): +5 Staves designed for wielders of magic, by the greats of the art. |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-11.0 - -18.4) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Changes resistances penetration: +0%(-7%) all Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand)]Poltergeist's Stormfront (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+4.0 - +8.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 (+11) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Defense: +4 (+2 eff.) Changes resistances penetration: +0%(-7%) all Changes damage: +12% lightning / +12% cold Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand)]Poltergeist's Beladata the Nimbuskin (16-23 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1(-9.5 - -13.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-1) Crit. chance: +1.0% (-0.5%) Attack speed: 100% (-) On weapon hit: + Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Physical crit. chance: +10.0% Damage when hit (Melee): 8 acid Changes resistances: +3% lightning / +3% acid Changes resistances penetration: +0%(-7%) all Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Blunt and deadly. |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elemental steel dagger of projection (12-15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-14.5 - -21.4) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon hit: + Create an explosion dealing 47 cold damage (1/turn) + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Changes resistances penetration: +0%(-7%) all / +7% cold Changes damage: +5% cold Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand, 1 of 2)]Serpent's Glare (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-19.0 - -28.7) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+11) Crit. chance: +7.0% (+5.5%) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Changes resistances: +10% nature Changes resistances penetration: +0%(-7%) all Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 94.53 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
[vs. dwarven-steel mace of shearing (26-36 power, 4 apr) (In main hand)]Corpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-4) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +7 When this weapon hits: Cyst Burst (25% chance level 1). When this weapon hits: Epidemic (25% chance level 1). When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-7) Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 16 Damage (Ranged): 20 blight Changes resistances penetration: +0%(-7%) all Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+5 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots (17/17, 24-28 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.5 - 28.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 Shots are used with slings to pummel your foes to death. |
[vs. Veladheth the Boltborn (0 def, 9 armour) (Main armor)]Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-1) Defense: +12 (+6 eff.) Fatigue: +0% (-22%) Damage (Melee): 0(-12) acid / 0(-9) fire Damage when hit (Melee): 0(-11) acid / 0(-10) fire / 0(-8) blight Changes stats: +3 Cun / +4 Wil Changes resistances: +15%(-1%) acid / +12% physical / +0%(-10%) fire / +0%(-6%) lightning / +9% all Changes resistances penetration: +0%(-5%) acid / +10% physical / +10% mind Changes damage: +0%(-3%) acid / +5% physical / +5% mind Physical save: +10 (+10 eff.) Spell crit. chance: +0% (-3%) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 29.47 to 36.83 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. Veladheth the Boltborn (0 def, 9 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-1) Defense: +5 (+2 eff.) Fatigue: +3% (-19%) Damage (Melee): 0(-12) acid / 0(-9) fire Damage when hit (Melee): 0(-11) acid / 0(-10) fire / 0(-8) blight Changes stats: +2 Dex Changes resistances: +0%(-16%) acid / +15% physical / +0%(-6%) lightning / +0%(-10%) fire Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-3%) acid Spell crit. chance: +0% (-3%) It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 28.66 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
[vs. Veladheth the Boltborn (0 def, 9 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+2) Fatigue: +22% (-) Damage (Melee): 0(-12) acid / 0(-9) fire Damage when hit (Melee): 0(-11) acid / 0(-10) fire / 0(-8) blight Changes resistances: +0%(-16%) acid / +0%(-10%) fire / +0%(-6%) lightning Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-3%) acid Spell crit. chance: +0% (-3%) A suit of armour made of metal plates. |
[vs. cashmere cloak 'Xeromirassra' (32 def, 0 armour) (Cloak)]thick kruk cloak of Eldoral (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +6 Defense: +0 (+0 eff.) (-32 (-22 eff.)) Changes stats: +2 Dex / +0(-3) Mag / +0(-2) Wil / +1 Cun / +0(-3) Con Changes resistances: +12% cold Only die when reaching: +0.00 life (+40.00 life) A stylish kruk-style cloak, to look awesome. |
[vs. cashmere cloak 'Xeromirassra' (32 def, 0 armour) (Cloak)]enveloping cashmere cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-5 eff.)) Defense: +7 (+7 eff.) (-25 (-15 eff.)) Changes stats: +2 Str / +0(-3) Mag / +0(-2) Wil / +2(-1) Con Physical save: +10 (+10 eff.) Only die when reaching: +0.00 life (+40.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. hardened leather gloves 'Dimwish' (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. blighted hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 5 blight / 0(-10) item blight disease / 0(-20) item darkness numbing Damage when hit (Melee): 0(-2) blight / 0(-4) darkness Changes stats: +3(-) Mag Changes resistances: +6% blight / +0%(-9%) darkness Changes damage: +5% blight / +5%(-) arcane / +0%(-6%) acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]hardened leather cap 'Blastcrypt' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +1 Mag / +4 Wil Changes resistances: +6%(-4%) lightning / +7% fire / +6%(-4%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold Physical save: +15 (+15 eff.) Maximum vim: +20.00 A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap 'Chillquell' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +1 Wil Changes resistances: +0%(-10%) lightning / +11%(+1%) cold Changes damage: +0%(-10%) lightning / +9%(-1%) cold Allows you to breathe in: water Critical mult.: +10.00% Psi when hit: +0.12 A cap made of leather. |
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. |
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. |
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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Rhifang (Light source)]This item will automatically be transmogrified when you leave the level. Tarrildil the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 0(-16) fire Changes stats: +1 Wil Changes resistances: +0%(-7%) fire / +5% arcane / +0%(-12%) mind Critical mult.: +10.00% Mental save: +12 (+6 eff.) Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Hate when firing a critical mind attack: +4.00 Light radius: +7 (+3) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. innervating yew totem of healing [power 248] (11/15 cooldown) (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. innervating yew totem of healing [power 248] (11/15 cooldown) (Tool)]supercharged steel torque of gale force [power 230] (11/18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 196 physical damage Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. innervating yew totem of healing [power 248] (11/15 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ya the Higher Wyrmic level 13
15th Haze 122nd year of Ascendancy at 21:30 see stats
Level 10
Got a character to level 10.By Ya the Higher Wyrmic level 10
1st Mirth 122nd year of Ascendancy at 18:20 see stats
Size matters
Did over 600 damage in one attack.By Ya the Higher Wyrmic level 16
48th Haze 122nd year of Ascendancy at 01:02 see stats
The Arena
Unlocked Arena mode.By Ya the Higher Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 06:40 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ya the Higher Wyrmic level 18
58th Haze 122nd year of Ascendancy at 08:12 see stats
Log
Something hits Ya for 121 lightning damage.
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Worm that walks hits Ya for 9 physical, 8 blight, 21 blight, 8 physical, 21 blight, 4 fire (71 total damage).
Melee retaliation hits Worm that walks for 2 acid, 4 darkness, 1 blight, 5 healing, 35 fire, 2 acid, 4 darkness, 1 blight, 5 healing, 35 fire (82 total damage) [11 healing].
Ya receives 10 healing from Epidemic from Worm that walks.
Ya hits Netherworm mass for 13 lightning damage.
Ya hits Netherworm mass for 13 lightning damage.
Ya hits Worm that walks for 11 lightning damage.
Ya hits Netherworm mass for 16 lightning damage.
Ya uses Infusion: Regeneration.
Ya starts regenerating health quickly.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Netherworm mass for 4 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Carrion worm mass's wormblight area effect hits Ya for 4 blight damage.
Saw horror's physical bleed area effect hits Netherworm mass for 68 physical damage.
Netherworm mass regains their energy.
Netherworm mass regains their energy.
Worm that walks casts Worm Rot.
Ya is afflicted by a terrible worm rot!
Saw horror uses Implode.
Ya is being crushed.
Ya is bound by telekinetic forces!
Worm that walks HEALS from blight damage!
Melee retaliation hits Worm that walks for 2 acid, 4 darkness, 1 blight, 5 healing, 35 fire, 2 acid, 4 darkness, 1 blight, 5 healing, 35 fire (82 total damage) [11 healing].
Saw horror hits Ya for 103 physical damage.
Something hits Ya for 99 lightning damage.
Worm that walks hits Ya for 5 blight, 8 blight, 21 blight, 3 blight, 21 blight, 4 fire (61 total damage).
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
























































































