Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Embers of Rage 1.4.4Official 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 1.4.0Combines 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: Ashes of Urh'Rok 1.4.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 15 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 5 on the 3rd Mirth 122nd year of Ascendancy at 23:04 0 / 6Killed by elven blood mage at level 9 on the 8th Flare 122nd year of Ascendancy at 23:01 Killed by elven corruptor at level 10 on the 9th Flare 122nd year of Ascendancy at 01:00 Killed by shadow at level 14 on the 1st Decay 122nd year of Ascendancy at 11:42 Killed by multi-hued drake hatchling at level 15 on the 7th Decay 122nd year of Ascendancy at 01:22 Killed by Horned Horror at level 15 on the 7th Decay 122nd year of Ascendancy at 03:52 |
Primary Stats
| Strength | 46 (base 41) |
| Dexterity | 27 (base 17) |
| Constitution | 28 (base 26) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -22/429 |
| Stamina | 67/147 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 49 |
| Crit Chance | 55% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 32.92 (81.030927835052%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 25 |
| Physical Save | 25 |
| Spell Save | 15 |
| Mental Save | 9 |
Defense: Resistances
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Pinning Resistance | 51% |
| Knockback Resistance | 22% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Berserker Rage |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases critical hit chance by 48%. Berserker Rage |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost anorithil from death by crimson crystal. Escort: lost anorithil (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves) | done |
You failed to protect the repented thief from death by maybei'llwinthistime. Escort: repented thief (level 4 of Old Forest) | failed |
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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 Alchemists | 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 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 tirelessness (0 def, 3 armour) (On feet)] pair of iron boots of tirelessness (0 def, 3 armour)pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Stamina each turn: +0.40 (-) Maximum stamina: +10.00 (-) 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. Silutira the Flarejam (Light source)] Silutira the FlarejamSilutira the Flarejam Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +3%(-) fire Light radius: +7 (-) 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. Elylaith the Wretchriver (0 def, 3 armour) (On head)] Elylaith the Wretchriver (0 def, 3 armour)Elylaith the Wretchriver (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +6%(-) lightning / +6%(-) temporal / +3%(-) nature Changes damage: +3%(-) mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. iron pickaxe of endurance (dig speed 36 turns) (Tool)] iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +2(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. marksman's steel ring of sensing (On fingers, 1 of 2)] marksman's steel ring of sensingmarksman's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Changes stats: +4(-) Dex Blindness immunity: +22% (-) Infravision radius: +4 (-) See stealth: +5 (-) See invisible: +7 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. marksman's steel ring of sensing (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +6 Changes stats: +3 Str / +0(-4) Dex Blindness immunity: +0% (-22%) Infravision radius: +0 (-4) See stealth: +0 (-5) See invisible: +0 (-7) Rings can have magical properties. Tap to cycle through comparison choices |
| 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. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] insidious steel greatsword of massacre (142% power, 2 apr)insidious steel greatsword of massacre (142% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +23(-) insidious poison Massive two-handed swords. |
| On hands | [vs. polar iron gauntlets of dexterity (+3) (0 def, 1 armour) (On hands)] polar iron gauntlets of dexterity (+3) (0 def, 1 armour)polar iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) cold Changes stats: +3(-) Dex Changes resistances: +6%(-) cold Changes damage: +4%(-) cold Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. steel plate armour of the dragon (4 def, 9 armour) (Main armor)] steel plate armour of the dragon (4 def, 9 armour)steel plate armour of the dragon (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +7%(-) acid / +6%(-) physical / +5%(-) fire / +6%(-) cold / +6%(-) lightning Talents cooldown: Rush (-5(-) turns) Disarm immunity: +21% (-) Stun/Freeze immunity: +20% (-) Knockback immunity: +22% (-) A suit of armour made of metal plates. |
| Cloak | [vs. linen cloak of Eldoral (1 def, 0 armour) (Cloak)] linen cloak of Eldoral (1 def, 0 armour)linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex 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. Blindbolt (Around neck)] BlindboltBlindbolt Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12(-) darkness Changes resistances: +6%(-) physical Changes damage: +6%(-) light Stamina each turn: +0.20 (-) Amulets can have magical properties. |
Inventory
[vs. Blindbolt (Around neck)] copper amulet of willpower (+2)copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +2 Wil Changes resistances: +0%(-6%) physical Changes damage: +0%(-6%) light Stamina each turn: +0.00 (-0.20) Amulets can have magical properties. |
[vs. Blindbolt (Around neck)] mindweaver's steel amuletmindweaver's steel amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +2 Wil Changes resistances: +0%(-6%) physical Changes damage: +0%(-6%) light Mental save: +7 (+7 eff.) Confusion immunity: +12% Stamina each turn: +0.00 (-0.20) Mindpower: +6 (+5 eff.) Amulets can have magical properties. |
[vs. marksman's steel ring of sensing (On fingers, 1 of 2)] marksman's copper ringmarksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-2 (-1 eff.)) Changes stats: +3(-1) Dex Blindness immunity: +0% (-22%) Infravision radius: +0 (-4) See stealth: +0 (-5) See invisible: +0 (-7) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] Beolaneg the elm magestaff (100% power, 2 apr, cold element)This item will automatically be transmogrified when you leave the level. Beolaneg the elm magestaff (100% power, 2 apr, cold element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-43%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-23) insidious poison When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +6% blight / +5% arcane / +6% lightning Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] ash magestaff (111% power, 3 apr, arcane element)This item will automatically be transmogrified when you leave the level. ash magestaff (111% power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-32%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-23) insidious poison When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] arcing iron battleaxe of massacre (121% power, 1 apr)arcing iron battleaxe of massacre (121% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 122% (-21%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +0(-23) insidious poison Massive two-handed battleaxes. |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] 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% (-6%) Range: 1.7x (+0.1x) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (+5) Physical crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-23) insidious poison When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% 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! |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] acidic steel greatmaul of massacre (143% power, 2 apr)This item will automatically be transmogrified when you leave the level. acidic steel greatmaul of massacre (143% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 144% (+1%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +10 acid / +0(-23) insidious poison Massive two-handed mauls. |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] hateful steel greatsword of massacre (143% power, 2 apr)This item will automatically be transmogrified when you leave the level. hateful steel greatsword of massacre (143% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 144% (+1%) Range: 1.6x (+0.0x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) Damage (Melee): +10 darkness / +0(-23) insidious poison Damage against: +10% Living Massive two-handed swords. |
[vs. insidious steel greatsword of massacre (142% power, 2 apr) (In main hand)] thunderous iron dagger of erosion (100% power, 5 apr)thunderous iron dagger of erosion (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (-43%) Range: 1.3x (-0.3x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+3) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) On weapon hit: * 4% chance to daze (+4%) Damage (Melee): +0(-23) insidious poison / +5 nature / +5 temporal When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +4% lightning Sharp, short and deadly. |
[vs. steel plate armour of the dragon (4 def, 9 armour) (Main armor)] spiked steel plate armour of resilience (4 def, 9 armour)spiked steel plate armour of resilience (4 def, 9 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: +9 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 11 physical Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-7%) acid / +0%(-6%) physical / +0%(-5%) fire / +0%(-6%) cold / +0%(-6%) lightning Talent cooldown: Rush ((+0(+5) turn) Disarm immunity: +0% (-21%) Stun/Freeze immunity: +0% (-20%) Knockback immunity: +0% (-22%) Maximum life: +20.00 A suit of armour made of metal plates. |
[vs. steel plate armour of the dragon (4 def, 9 armour) (Main armor)] steel plate armour of the deep (4 def, 12 armour)steel plate armour of the deep (4 def, 12 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (+3) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +5%(-2%) acid / +0%(-6%) physical / +5%(-1%) cold / +0%(-6%) lightning / +0%(-5%) fire Talent cooldown: Rush ((+0(+5) turn) Allows you to breathe in: water Disarm immunity: +0% (-21%) Stun/Freeze immunity: +0% (-20%) Knockback immunity: +0% (-22%) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)] blurring rough leather beltblurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Stealth bonus: +5 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] rough leather belt 'Branydochak'This item will automatically be transmogrified when you leave the level. rough leather belt 'Branydochak' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Cun / +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Changes damage: +3% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+3 eff.) Mindpower: +3 (+3 eff.) Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] traveler's pair of rough leather boots (0 def, 1 armour)traveler's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: -3% (-5%) Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-10.00) A pair of boots made of leather. |
[vs. Elylaith the Wretchriver (0 def, 3 armour) (On head)] cleansing rough leather cap of dexterity (+2) (0 def, 1 armour)cleansing rough leather cap of dexterity (+2) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-30) item nature slow Changes stats: +2 Dex Changes resistances: +5% blight / +0%(-6%) temporal / +5%(+2%) nature / +0%(-6%) lightning Changes damage: +0%(-3%) mind A cap made of leather. |
[vs. Elylaith the Wretchriver (0 def, 3 armour) (On head)] grounding rough leather cap (0 def, 1 armour)grounding rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-30) item nature slow Changes resistances: +5%(-1%) lightning / +6%(-) temporal / +0%(-3%) nature Changes damage: +0%(-3%) mind A cap made of leather. |
[vs. Elylaith the Wretchriver (0 def, 3 armour) (On head)] rough leather cap 'Loreruimahek' (0 def, 1 armour)rough leather cap 'Loreruimahek' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-30) item nature slow Changes stats: +2 Str / +2 Dex Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-3%) nature Changes damage: +0%(-3%) mind A cap made of leather. |
5 agate 5 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
9 ametrine 9 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. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 opal 3 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 amethyst 2 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. |
onyx 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. |
[vs. Silutira the Flarejam (Light source)] brass lantern 'Flashfame'brass lantern 'Flashfame' Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +1 Str Changes resistances: +6% fire Changes damage: +0%(-3%) fire Light radius: +5 (-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. Silutira the Flarejam (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light / +0%(-3%) fire Light radius: +4 (-3) Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 53/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
[vs. iron pickaxe of endurance (dig speed 36 turns) (Tool)] woodsman's iron pickaxe (dig speed 36 turns)woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +1(-1) Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By maybei'llwinthistime the Shalore Berserker level 12
78th Dusk 122nd year of Ascendancy at 13:26 see stats
Level 10
Got a character to level 10.By maybei'llwinthistime the Shalore Berserker level 10
8th Flare 122nd year of Ascendancy at 23:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By maybei'llwinthistime the Shalore Berserker level 11
11st Dusk 122nd year of Ascendancy at 21:39 see stats
That was close
Killed your target while having only 1 life left.By maybei'llwinthistime the Shalore Berserker level 15
7th Decay 122nd year of Ascendancy at 01:10 see stats
The Arena
Unlocked Arena mode.By maybei'llwinthistime the Shalore Berserker level 5
3rd Mirth 122nd year of Ascendancy at 23:43 see stats
The secret city
Discovered the truth about mages.By maybei'llwinthistime the Shalore Berserker level 9
3rd Flare 122nd year of Ascendancy at 22:20 see stats
Log
maybei'llwinthistime performs a melee critical strike against Multi-hued drake hatchling!
Maybei'llwinthistime revels in the spilt blood and grows stronger!
maybei'llwinthistime hits Multi-hued drake hatchling for 352 physical damage.
Multi-hued drake hatchling hits maybei'llwinthistime for (1 absorbed), 0 fire, (1 absorbed), 0 cold (0 total damage).
maybei'llwinthistime killed Multi-hued drake hatchling!
Berserker Rage's rage subsides!
Resting starts...
The shield around maybei'llwinthistime crumbles.
Talent Stunning Blow is ready to use.
Maybei'llwinthistime no longer revels in blood quite so much.
Talent Execution is ready to use.
Berserker Rage's rage awakens!
Rested for 5 turns (stop reason: hostile spotted to the southeast (Horned Horror)).
Horned Horror uses Tentacle Grab.
Maybei'llwinthistime resists the grab!
Horned Horror lashes out with a spinning backhand.
maybei'llwinthistime hits Horned Horror for (2 resist armour), 0 light, (11 resist armour), 0 darkness (0 total damage).
Horned Horror hits maybei'llwinthistime for 55 physical, 19 lightning (74 total damage).
Horned Horror throws a finishing uppercut.
Maybei'llwinthistime resists the stun!
maybei'llwinthistime hits Horned Horror for (2 resist armour), 0 light, (11 resist armour), 0 darkness (0 total damage).
Horned Horror hits maybei'llwinthistime for 65 physical, 19 lightning (84 total damage).
Maybei'llwinthistime casts Rune: Phase Door.
Maybei'llwinthistime is out of phase.
Horned Horror activates his fine-mesh gauntlets!
Saving game...
