Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Multi-Class Challenge 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 13 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 13 on the 79th Dusk 122nd year of Ascendancy at 19:59 / 1 |
Primary Stats
| Strength | 30 (base 26) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 19) |
| Magic | 26 (base 26) |
| Willpower | 17 (base 14) |
| Cunning | 14 (base 13) |
Resources
| Life | -6/444 |
| Mana | 12/127 |
| Stamina | 114/114 |
| Healing Factor | 1.4 |
| Regeneration | 47.39 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 18 |
| Crit Chance | 11% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.61229845281 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.5 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 31.24 (76.629213483146%) |
| Defense | 21.675 |
| Ranged Defense | 21.675 |
| Fatigue | 25 |
| Physical Save | 18.375 |
| Spell Save | 15.925 |
| Mental Save | 11.725 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 91 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 784% for 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Magical combat | 1.50 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.40 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Shock Hands |
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Fiery Hands |
| detrimental effect | The target is on fire, taking 16.94 fire damage per turn. Burning |
| beneficial effect | The mana surge engulfs the target, regenerating 3.57 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 32.40 life per turn. Regeneration |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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. | active |
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 Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | [vs. pair of iron boots of evasion (11 def, 3 armour) (On feet)] pair of iron boots of evasion (11 def, 3 armour)pair of iron boots of evasion (11 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +11 (+9 eff.) (-) Fatigue: +2% (-) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them and granting you 8 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. brass lantern 'Chaliromildir' (Light source)] brass lantern 'Chaliromildir'brass lantern 'Chaliromildir' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 (-) Changes stats: +1(-) Dex Life regen: +0.20 (-) Maximum life: +40.00 (-) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. rough leather cap of strength (+3) (0 def, 1 armour) (On head)] rough leather cap of strength (+3) (0 def, 1 armour)rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Str A cap made of leather. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
| On fingers | [vs. copper ring of darkness (+22%) (On fingers)] copper ring of darkness (+22%)copper ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22%(-) darkness Changes damage: +11%(-) darkness Rings can have magical properties. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] Bill's Tree Trunk (136% power, 7 apr)Bill's Tree Trunk (136% power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (-) Physical crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 7/20) : Effective talent level: 2.0 Power cost: 20 out of 7/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Tap to cycle through comparison choices |
| On hands | [vs. Oluzilarab the hardened leather gloves (0 def, 2 armour) (On hands)] Oluzilarab the hardened leather gloves (0 def, 2 armour)Oluzilarab the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Damage (Melee): 9(-) acid Changes stats: +1(-) Cun Changes resistances: +7%(-) acid / +3%(-) darkness / +6%(-) lightning Changes damage: +3%(-) acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. impenetrable steel plate armour of Eyal (4 def, 16 armour) (Main armor)] impenetrable steel plate armour of Eyal (4 def, 16 armour)impenetrable steel plate armour of Eyal (4 def, 16 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Life regen: +1.00 (-) Maximum life: +49.00 (-) Healing mod.: +10% (-) A suit of armour made of metal plates. |
| Cloak | [vs. resilient linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] resilient linen cloak of Iron Throne (1 def, 0 armour)resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. steel amulet 'Murkglean' (Around neck)] steel amulet 'Murkglean'steel amulet 'Murkglean' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 0(-15) item darkness numbing Changes resistances: +13%(-) fire / +6%(-) nature / +10%(-) cold Changes resistances penetration: +10%(-) nature Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. biting gale rune of the sneak (71 cold damage; 28 apply power)biting gale rune of the sneak (71 cold damage; 28 apply power) 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: 23 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 70.80 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 28. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 50 for 4 turns)shielding rune (absorb 50 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. steel amulet 'Murkglean' (Around neck)] gold amulet of mastery (0.17 Spell / Air)gold amulet of mastery (0.17 Spell / Air) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 0(-15) item darkness numbing Changes resistances: +0%(-13%) fire / +0%(-6%) nature / +0%(-10%) cold Changes resistances penetration: +0%(-10%) nature Talent mastery: +0.17 Spell / Air Amulets can have magical properties. |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] ash starstaff of power (111% power, 3 apr, darkness element)This item will automatically be transmogrified when you leave the level. ash starstaff of power (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-25%) Range: 1.2x (-0.5x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-4) Physical crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +11 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] shimmering ash vilestaff of power (111% power, 3 apr, darkness element)This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of power (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-25%) Range: 1.2x (-0.5x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-4) Physical crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] flaming steel battleaxe of paradox (125% power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of paradox (125% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% (-12%) Range: 1.5x (-0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-5) Physical crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) Damage (Melee): +7 temporal Burst (radius 1) on hit: +7 fire When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +9% temporal Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] flaming steel battleaxe of vileness (126% power, 2 apr)This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of vileness (126% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 127% (-10%) Range: 1.5x (-0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-5) Physical crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon hit: * 7% chance to disease (+7%) Damage (Melee): +7 blight Burst (radius 1) on hit: +7 fire When wielded/worn: Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] Gluba the dwarven-steel battleaxe (156% power, 2 apr)Gluba the dwarven-steel battleaxe (156% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 157% (+20%) Range: 1.5x (-0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-5) Physical crit. chance: +6.5% (+5.0%) Attack speed: 100% (-) When wielded/worn: Armour penetration: +2 Changes resistances: +3% light / +6% temporal Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] steel longsword of projection (115% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword of projection (115% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% (-21%) Range: 1.4x (-0.3x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-4) Physical crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +7 mind When wielded/worn: It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] steel mace (112% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace (112% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 112% (-24%) Range: 1.4x (-0.3x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-4) Physical crit. chance: +1.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Blunt and deadly. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] flaming steel waraxe (105% power, 3 apr)This item will automatically be transmogrified when you leave the level. flaming steel waraxe (105% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% (-31%) Range: 1.4x (-0.3x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-4) Physical crit. chance: +4.0% (+2.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +6 fire When wielded/worn: One-handed war axes. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] dwarven-steel dagger 'Ravenbone' (122% power, 7 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel dagger 'Ravenbone' (122% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% (-14%) Range: 1.3x (-0.4x) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Physical crit. chance: +6.0% (+4.5%) Attack speed: 100% (-) On weapon hit: * 12 arcane resource burn (+12) * 20% chance to blind (+20%) Burst (radius 1) on hit: +8 darkness When wielded/worn: Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] Armydor (81% power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. Armydor (81% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% (-55%) Range: 1.1x (-0.6x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+11) Physical crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +1 Con / +1 Wil Changes resistances: +5% arcane / +3% cold Mindpower: +4 (+3 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +18 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. Bill's Tree Trunk (136% power, 7 apr) (In main hand, 1 of 2)] ash longbowThis item will automatically be transmogrified when you leave the level. ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-7) Physical crit. chance: +0.0% (-1.5%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. Hathizilablek the quiver of yew arrows (21/21, 144% power, 10 apr)Hathizilablek the quiver of yew arrows (21/21, 144% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 Travel speed: +200% Damage (Ranged): +13 cold Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +5 cold Arrows are used with bows to pierce your foes to death. |
[vs. impenetrable steel plate armour of Eyal (4 def, 16 armour) (Main armor)] cured leather armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-12) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +7% (-15%) Life regen: +0.00 (-1.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-10%) A suit of armour made of leather. |
[vs. impenetrable steel plate armour of Eyal (4 def, 16 armour) (Main armor)] cleansing steel mail armour (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. cleansing steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-10) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +14% (-8%) Changes resistances: +11% nature / +11% blight Life regen: +0.00 (-1.00) Maximum life: +0.00 (-49.00) Healing mod.: +0% (-10%) A suit of armour made of mail. |
[vs. impenetrable steel plate armour of Eyal (4 def, 16 armour) (Main armor)] steel mail armour of resilience (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. steel mail armour of resilience (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-10) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +14% (-8%) Life regen: +0.00 (-1.00) Maximum life: +20.00 (-29.00) Healing mod.: +0% (-10%) A suit of armour made of mail. |
[vs. resilient linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] linen cloak 'Yvasetta' (7 def, 0 armour)linen cloak 'Yvasetta' (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (+6 (+3 eff.)) Changes stats: +0(-1) Str / +0(-1) Con Changes resistances: +6% lightning Changes resistances penetration: +5% mind Physical save: +5 (+3 eff.) Stun/Freeze immunity: +5% Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Oluzilarab the hardened leather gloves (0 def, 2 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) Damage (Melee): 0(-9) acid Changes stats: +0(-1) Cun Changes resistances: +0%(-7%) acid / +0%(-3%) darkness / +0%(-6%) lightning Changes damage: +0%(-3%) acid Spell save: +4 (+4 eff.) Mindpower: +4 (+3 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. rough leather cap of strength (+3) (0 def, 1 armour) (On head)] Layodamina the Infernosweep (0 def, 1 armour)Layodamina the Infernosweep (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 fire Changes stats: +0(-3) Str Changes resistances: +6% nature / +6% blight Changes damage: +6% lightning / +9% fire A cap made of leather. |
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. |
2 aquamarine 2 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. |
opal 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 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
2 citrine 2 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. |
[vs. brass lantern 'Chaliromildir' (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Changes stats: +0(-1) Dex Life regen: +0.00 (-0.20) Maximum life: +0.00 (-40.00) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern 'Chaliromildir' (Light source)] Dourterror the alchemist's lampThis item will automatically be transmogrified when you leave the level. Dourterror the alchemist's lamp Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes stats: +0(-1) Dex Changes resistances: +3% all Spell save: +8 (+6 eff.) Life regen: +0.00 (-0.20) Maximum life: +0.00 (-40.00) Light radius: +3 (+1) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Prox's Lucky Halfling Foot (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck / +5 Wil Trap disarming bonus: +0 (-5) Mental save: +10 (+9 eff.) Mindpower: +5 (+4 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 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Evoare the Cornac Arcane Blade level 10
37th Dusk 122nd year of Ascendancy at 12:22 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Evoare the Cornac Arcane Blade level 11
53rd Dusk 122nd year of Ascendancy at 03:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Evoare the Cornac Arcane Blade level 5
79th Pyre 122nd year of Ascendancy at 02:51 see stats
Log
Evoare uses Infusion: Regeneration.
Evoare starts regenerating health quickly.
Skeleton mage misses Evoare.
Degenerated skeleton warrior misses Evoare.
Degenerated skeleton warrior misses Evoare.
Porussra the Guardian fires a bolt of darkness energy from his elm magestaff!
Burning from Evoare hits Porussra the Guardian for 21 fire damage.
Porussra the Guardian's darkness bolt hits Evoare for 18 darkness damage.
Skeleton archer hits Evoare for 1 physical damage.
Evoare stops burning.
Evoare casts Lightning.
Evoare hits Porussra the Guardian for 88 lightning damage.
Skeleton mage casts Flame.
Degenerated skeleton warrior misses Evoare.
Degenerated skeleton warrior hits Evoare for 5 physical, 8 fire (13 total damage).
Porussra the Guardian casts Invoke Darkness.
Evoare is on fire!
Porussra the Guardian hits Evoare for 92 darkness damage.
Burning from Evoare hits Porussra the Guardian for 21 fire damage.
Skeleton mage's Flame hits Evoare for 35 fire damage.
Skeleton archer shoots!
Skeleton archer's Shoot hits Evoare for 14 physical, 3 cold (18 total damage).
Talent Flame is ready to use.
Burning from Skeleton mage hits Evoare for 12 fire damage.
Evoare casts Phase Door.
Skeleton mage casts Manathrust.
Saving game...
