Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines 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: Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 24 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 6 on the 78th Pyre 122nd year of Ascendancy at 19:59 3 / 4Killed by dragon turtle at level 9 on the 79th Pyre 122nd year of Ascendancy at 13:36 Killed by luminous horror at level 10 on the 1st Mirth 122nd year of Ascendancy at 15:03 Killed by skeleton archer at level 15 on the 53rd Dusk 122nd year of Ascendancy at 17:22 |
Primary Stats
| Strength | 73 (base 28) |
| Dexterity | 93 (base 50) |
| Constitution | 55 (base 32) |
| Magic | 60 (base 26) |
| Willpower | 74 (base 28) |
| Cunning | 71 (base 40) |
Resources
| Life | 747/747 |
| Stamina | 224/224 |
| Healing Factor | 1.3 |
| Regeneration | 7.935352709414 |
Speed
| Mental | +17.45283018868% |
| Attack | +25% |
| Movement | +25% |
| Spell | +25% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 20 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 172 |
| Accuracy | 82 |
| Crit Chance | 120% |
| APR | 61 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 47.333333333333 |
| Crit Chance | 55% |
| Speed | 0.8 |
Offense: Mind
| Mindpower | 53.4 |
| Crit Chance | 60% |
| Speed | 0.8 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 63 (30%) |
| Defense | 44.75 |
| Ranged Defense | 44.75 |
| Fatigue | 0 |
| Physical Save | 59.316666666667 |
| Spell Save | 55.716666666667 |
| Mental Save | 66.975 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 500 damage for 8 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 137.12 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 55. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Slow Motion |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Requires: - Level 1 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +8 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 20/20) : Effective talent level: 3.6 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. Press to compare |
| Quiver | plaguebringer's quiver of dragonbone arrows of warping (22/22, 50.5-70.7 power, 18 apr) plaguebringer's quiver of dragonbone arrows of warping (22/22, 50.5-70.7 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.5 - 70.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +11 blight / +18 temporal / +9 physical Arrows are used with bows to pierce your foes to death. Press to compare |
| Light source | Umbraphage UmbraphageRequires: - Level 1 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +20% light / +20% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 128, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 350.28 darkness damage (based on Mindpower and charge), costing 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
| On head | Eromnir the drakeskin leather cap (0 def, 11 armour) Eromnir the drakeskin leather cap (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +9 Str / +9 Mag / +8 Wil / +2 Cun / +4 Con Changes resistances: +15% blight / +15% arcane Changes damage: +15% blight / +15% arcane Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Spell save: +13 (+4 eff.) Mental save: +13 (+3 eff.) Spell crit. chance: +5% Infravision radius: +9 See invisible: +9 A cap made of leather. Press to compare |
| Tool | BonePick (dig speed 10 turns) BonePick (dig speed 10 turns)Requires: - Level 3 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +17 Str / +6 Dex / +10 Wil / +7 Con Changes resistances: +13% fire / +13% nature / +13% mind Changes damage: +13% fire / +13% nature / +13% mind Maximum encumbrance: +20 Physical save: +29 (+7 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +0.60 Maximum life: +20.00 Mental crit. chance: +15% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Void Orb Void OrbRequires: - Level 1 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +30% arcane / +10% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +20 (+6 eff.) Silence immunity: +100% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.4 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 243.67 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Press to compare |
| On fingers | Eldritch Pearl Eldritch PearlRequires: - Level 1 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: jewelry / ring When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con / +8 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 57 power out of 150/150) : Effective talent level: 4.0 Power cost: 57 out of 150/150. 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 1 per turn to a maximum eventual radius of 4, doing 27.78 cold damage and 28.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
| Around waist | Velabrekira VelabrekiraPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +15 Defense: +12 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 4 blight Changes stats: +6 Dex / +6 Wil / +6 Cun / +10 Lck Changes damage: +3% physical Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +60 Physical save: +25 (+6 eff.) Mental save: +15 (+4 eff.) Maximum life: +149.00 Maximum stamina: +20.00 Infravision radius: +6 A belt that goes around your waist. Press to compare |
| In main hand | Brazinga BrazingaRequires: - Dexterity 12 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +12 Damage (Ranged): +21 fire When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +20.0% Changes resistances penetration: +20% fire Global speed: +20% Longbows are used to shoot arrows at your foes. Press to compare |
| On hands | FleshRend (0 def, 15 armour) FleshRend (0 def, 15 armour)Requires: - Level 1 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Damage (Melee): 15 acid Changes stats: +6 Cun / +6 Mag Changes resistances: +10% acid / +10% light / +10% darkness / +10% arcane Changes damage: +10% acid / +10% light / +10% darkness / +10% arcane Critical mult.: +15.00% Spell crit. chance: +15% Mental crit. chance: +15% Infravision radius: +5 It can be used to activate talent Starfall, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 82.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| Main armor | SwiftCoil (9 def, 9 armour) SwiftCoil (9 def, 9 armour)Requires: - Strength 2 Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: -3% Damage when hit (Melee): 9 blight Changes stats: +9 Str / +9 Dex / +9 Mag / +14 Wil / +9 Cun Changes resistances: +30% mind / +30% lightning Critical mult.: +10.00% Mental save: +25 (+6 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Combat speed: +25% Casting speed: +25% Mental speed: +25% A suit of armour made of leather. Press to compare |
| Cloak | Witsharp (13 def, 13 armour) Witsharp (13 def, 13 armour)Requires: - Level 1 Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +13 Defense: +13 (+4 eff.) Changes stats: +2 Str / +4 Dex / +4 Con Changes resistances: +10% lightning / +10% light / +10% darkness / +10% mind / +10% cold / +10% nature / +10% fire Changes resistances penetration: +10% lightning / +10% light / +10% darkness / +10% mind / +10% cold / +10% nature / +10% fire Life regen: +3.00 Stamina each turn: +3.00 Only die when reaching: -300.00 life Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | CleanStrike CleanStrikeRequires: - Level 1 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Critical mult.: +16.00% Physical save: +16 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+4 eff.) Amulets can have magical properties. Press to compare |
Inventory
sun infusion of the duelist (rad 8; power 63; turns 5; dispells darkness) sun infusion of the duelist (rad 8; power 63; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 63) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (619% speed; 7 turns) movement infusion of the sneak (619% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 14; power 35; dur 4) phase door rune of the duelist (range 14; power 35; dur 4)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: 8 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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 ability. |
teleportation rune of the duelist (range 123) teleportation rune of the duelist (range 123)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: 14 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. 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 ability. |
teleportation rune of the sneak (range 120) teleportation rune of the sneak (range 120)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: 19 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. 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. |
lightning rune of the duelist (287 lightning damage) lightning rune of the duelist (287 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 95.74 to 287.21 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (29.5-41.3 power, 4 apr)dwarven-steel mace (29.5-41.3 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of erosion (20-28 power, 4 apr)dwarven-steel waraxe of erosion (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature / +5 temporal One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. steel shield 'Elabrethra' (6 def, 2 armour, 36.5 block)steel shield 'Elabrethra' (6 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 12 ice Changes resistances: +6% acid Talent granted: +2 Block Mental save: +3 (+1 eff.) Maximum psi: +20.00 Mental crit. chance: +3% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield of physical resistance (+12%) (8 def, 8 armour, 120 block)reinforced dwarven-steel shield of physical resistance (+12%) (8 def, 8 armour, 120 block) Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +12% physical Talent granted: +3 Block Handheld deflection devices. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% A suit of armour made of mail. Press to compare |
This item will automatically be transmogrified when you leave the level. Camarab the hardened leather beltCamarab the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes damage: +6% mind Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Physical save: +8 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +4% A belt that goes around your waist. Press to compare |
This item will automatically be transmogrified when you leave the level. Islylewe the pair of hardened leather boots (0 def, 3 armour)Islylewe the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Str / +4 Cun Life regen: +3.30 Healing mod.: +18% A pair of boots made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather gloves 'Noonrip' (0 def, 2 armour)hardened leather gloves 'Noonrip' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Grants telepathy: Humanoid/Orc Mental save: +25 (+6 eff.) Life regen: +2.30 Stamina each turn: +0.60 Psi each turn: +0.28 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
3 agate 3 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. |
3 spinel 3 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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 citrine 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Crystal Focus Crystal FocusRequires: - Level 1 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
190 alchemist agate 190 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. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 144 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vance the Cornac Archer level 15
49th Dusk 122nd year of Ascendancy at 12:21 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Vance the Cornac Archer level 19
70th Dusk 122nd year of Ascendancy at 07:58 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Vance the Cornac Archer level 23
63rd Haze 122nd year of Ascendancy at 19:03 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vance the Cornac Archer level 16
69th Dusk 122nd year of Ascendancy at 10:06 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vance the Cornac Archer level 11
1st Mirth 122nd year of Ascendancy at 22:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vance the Cornac Archer level 10
1st Mirth 122nd year of Ascendancy at 01:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Vance the Cornac Archer level 20
70th Dusk 122nd year of Ascendancy at 07:58 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Vance the Cornac Archer level 21
76th Dusk 122nd year of Ascendancy at 10:37 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Vance the Cornac Archer level 11
3rd Mirth 122nd year of Ascendancy at 21:12 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Vance the Cornac Archer level 14
8th Dusk 122nd year of Ascendancy at 05:55 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Vance the Cornac Archer level 15
53rd Dusk 122nd year of Ascendancy at 17:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Vance the Cornac Archer level 13
10th Mirth 122nd year of Ascendancy at 16:45 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vance the Cornac Archer level 23
64th Haze 122nd year of Ascendancy at 09:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Vance the Cornac Archer level 16
68th Dusk 122nd year of Ascendancy at 19:03 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Vance the Cornac Archer level 23
63rd Haze 122nd year of Ascendancy at 19:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vance the Cornac Archer level 11
2nd Mirth 122nd year of Ascendancy at 06:46 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 82 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Cultist casts Rune: Invisibility.
Cultist vanishes from sight.
Cultist casts Timeless.
There is a way to the next level here (press '' or right click to use).
Ran for 66 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Vance deactivates Aim.
Vance deactivates Slow Motion.
