










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(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.) |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Rogue |
| Level / Exp | 25 / 68% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 9 on the 4th Flare 122nd year of Ascendancy at 00:55 0 / 8Killed by skeleton magus at level 10 on the 6th Flare 122nd year of Ascendancy at 08:52 Killed by skeleton magus at level 20 on the 64th Dusk 122nd year of Ascendancy at 20:52 Killed by Elerima the rattlesnake at level 21 on the 77th Dusk 122nd year of Ascendancy at 06:41 Killed by Zubelle the brown bear at level 21 on the 77th Dusk 122nd year of Ascendancy at 07:49 Killed by golem at level 24 on the 37th Haze 122nd year of Ascendancy at 19:43 Killed by ritch flamespitter at level 25 on the 40th Haze 122nd year of Ascendancy at 23:05 Killed by unknown at level 25 on the 40th Haze 122nd year of Ascendancy at 23:33 |
Primary Stats
| Strength | 24 (base 21) |
| Dexterity | 66 (base 52) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 59 (base 44) |
Resources
| Life | -33/394 |
| Stamina | 206/212 |
| Healing Factor | 1.0597162075847 |
| Regeneration | 0.26492905189617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +107.19994720145% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 59.326787504553 |
| See Invisible | 62.326787504553 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 67 |
| Crit Chance | 22% |
| APR | 23 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 67 |
| Crit Chance | 22% |
| APR | 23 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Darkness | +25% |
| Light | +31% |
| All | 0% |
Offense: Damage Penetration
| Mind | +21% |
| Darkness | +31% |
| Light | +31% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 26 (70.706312323954%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 12 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 3%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 45% |
| Silence Resistance | 40% |
| Bleed Resistance | 20% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 49% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 285 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 unlocked the hall of reflections. * 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: 23. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
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 |
Equipment
| On feet | Satyrvengeance the 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 Fatigue: -4% Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +6% cold / +3% light / +9% fire Changes resistances penetration: +5% mind Maximum encumbrance: +23 Physical save: +6 (+4 eff.) A pair of boots made of leather. |
| Light source | SkyobeisanceCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Armour: +6 Changes resistances: +9% lightning / +9% fire / +5% arcane / +6% nature Changes resistances penetration: +6% all Cut immunity: +20% Light radius: +5 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 | Belaldir the hardened leather cap (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +17% blight / +9% nature / +5% arcane Disease immunity: +10% Disarm immunity: +10% A cap made of leather. |
| On hands | Brenulathaneg (0 def, 16 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +16 Changes resistances: +5% arcane / +2% physical Mental save: +9 (+4 eff.) Blindness immunity: +20% Silence immunity: +20% Maximum life: +49.00 Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | soothing elven-wood totem of healing [power 374] (4/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 62. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +28 Blindness immunity: +25% Infravision radius: +4 See stealth: +9 See invisible: +12 Rings make your fingers look great! |
| On fingers | steel ring 'Glintgrinder'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +3 Dex Changes resistances: +4% physical Changes resistances penetration: +10% mind Changes damage: +6% light Mental save: +7 (+3 eff.) Confusion immunity: +28% Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Moon (10-13 power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. The set is complete. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 200% of your Cunning as Darkness damage (118). When wielded/worn: Changes resistances penetration: +25% darkness Changes damage: +25% darkness Light radius: +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. This item has been sent to the Item's Vault. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 125, based on Magic) for 10 turns Activation costs 17 power out of 10/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Star (10-13 power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. The set is complete. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 200% of your Dexterity as Light damage (132). When wielded/worn: Changes resistances penetration: +25% light Changes damage: +25% light Light radius: +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. This item has been sent to the Item's Vault. |
| Cloak | Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 50 power out of 25/60) : Effective talent level: 3.0 Power cost: 50 out of 25/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 56.94 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Eel-skin armour (16 def, 0 armour)Requires: - Level 15 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 21 power out of 28/50) : Effective talent level: 3.5 Power cost: 21 out of 28/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 53.44 to 160.31 lightning damage (106.87 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. This item has been sent to the Item's Vault. This object's appearance was changed to cured leather armour. |
Inventory
marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
plaguebringer's stralite dagger (29-38 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +16% Sharp, short and deadly. |
voratun dagger 'Ereluhir' (51-66 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 13% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +30 lightning / +25 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes resistances penetration: +14% lightning / +14% cold / +25% acid Critical mult.: +15.00% Movement speed: +38% Sharp, short and deadly. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level.dragonbone longbow 'Frostraptor' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 cold Damage (radius 1) on hit: +12 cold When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +9 Dex Changes resistances penetration: +12% physical Critical mult.: +10.00% Mental crit. chance: +4% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Dayprophet the elven-wood starstaff (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Changes resistances: +4% physical / +3% light / +6% cold Changes resistances penetration: +10% light Changes damage: +12% acid / +25% temporal Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +2 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.5 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 66.27 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging elven-wood starstaff of might (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel waraxe (18-25 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +7% physical One-handed war axes. |
Coalbrawn the cashmere cloak (15 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +2 Wil Changes resistances: +14% nature / +14% blight Physical save: +15 (+8 eff.) Spell save: +3 (+3 eff.) Life regen: +3.00 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Naturewill the pair of drakeskin leather boots (30 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +5 Defense: +30 (+9 eff.) Changes resistances: +10% lightning / +10% temporal / +15% nature Physical save: +9 (+5 eff.) A pair of boots made of leather. |
Chamostir (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 48% * 20 arcane resource burn Damage when hit (Melee): 6 mind Changes stats: +7 Cun / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% mind Mindpower: +4 (+2 eff.) A cap made of leather. |
Issilamnir the cashmere wizard hat (2 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Armour: +10 Defense: +2 (+1 eff.) Changes stats: +3 Dex Changes resistances: +9% lightning / +8% temporal Changes resistances penetration: +20% physical Changes damage: +6% physical A pointy cloth hat, very wizardly... |
marauder's cured leather armour of the hero (8 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Fatigue: +7% Changes stats: +8 Str / +6 Dex / +3 Mag / +5 Wil / +4 Cun Physical save: +7 (+4 eff.) Maximum life: +34.00 A suit of armour made of leather. |
reinforced leather armour of the hero (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Mag / +4 Wil / +5 Cun Maximum life: +34.00 A suit of armour made of leather. |
troll-hide reinforced leather armour of the deep (12 def, 9 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +5% acid / +8% cold Allows you to breathe in: water Life regen: +3.00 Maximum life: +51.00 Healing mod.: +11% A suit of armour made of leather. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +5 Healing mod.: +12% 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Activation costs 166 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
soothing yew wand of conjuration [power 210] (4/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 210 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Oskrin the Yeek Rogue level 22
1st Time of Equilibrium 122nd year of Ascendancy at 12:47 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Oskrin the Yeek Rogue level 21
77th Dusk 122nd year of Ascendancy at 15:09 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 Oskrin the Yeek Rogue level 22
1st Time of Equilibrium 122nd year of Ascendancy at 12:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Oskrin the Yeek Rogue level 10
4th Flare 122nd year of Ascendancy at 09:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Oskrin the Yeek Rogue level 20
64th Dusk 122nd year of Ascendancy at 08:41 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Oskrin the Yeek Rogue level 22
1st Time of Equilibrium 122nd year of Ascendancy at 12:47 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Oskrin the Yeek Rogue level 22
1st Time of Equilibrium 122nd year of Ascendancy at 12:47 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 Oskrin the Yeek Rogue level 22
2nd Haze 122nd year of Ascendancy at 16:22 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Oskrin the Yeek Rogue level 14
33rd Dusk 122nd year of Ascendancy at 20:42 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Oskrin the Yeek Rogue level 24
32nd Haze 122nd year of Ascendancy at 03:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Oskrin the Yeek Rogue level 18
48th Dusk 122nd year of Ascendancy at 13:12 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Oskrin the Yeek Rogue level 25
40th Haze 122nd year of Ascendancy at 23:05 see stats
Log
Yeek mindslayer's Beyond the Flesh hits Porarinor the black bear for 61 physical, 0 arcane, 15 physical, 14 lightning (92 total damage).
Yeek mindslayer performs a melee critical strike against Porarinor the black bear!
Yeek mindslayer hits Porarinor the black bear for 29 physical, 15 physical, 14 lightning (60 total damage).
Yeek mindslayer hits Porarinor the black bear for 44 physical, 15 physical, 14 lightning, 12 physical, 15 physical, 14 lightning (118 total damage).
Yeek mindslayer hits Porarinor the black bear for 28 physical, 15 physical, 14 lightning, 10 physical, 15 physical, 14 lightning (100 total damage).
Deep Wound from Yeek mindslayer hits Porarinor the black bear for 38 physical damage.
War hound hits giant spider for 187 physical damage.
Turtle uses Taunt.
Porarinor the black bear hits Yeek mindslayer for (6 to psi shield), 9 nature, (3 to psi shield), 5 physical, 7 mind, 2 darkness, 20 mind, (3 to psi shield), 5 physical, 7 mind, 2 darkness (61 total damage).
You feel a surge of power as a powerful creature falls nearby.
You collect a new ingredient: bear paw (1).
Yeek mindslayer's Beyond the Flesh hits Porarinor the black bear for 32 physical, 15 physical, 14 lightning (62 total damage).
Yeek mindslayer's Beyond the Flesh hits Porarinor the black bear for 34 physical, 15 physical, 14 lightning (66 total damage).
Yeek mindslayer's Beyond the Flesh hits Porarinor the black bear for 32 physical, 0 arcane, 15 physical (48 total damage).
Yeek mindslayer's Beyond the Flesh killed Porarinor the black bear!
Turtle misses giant spider.
Yeek mindslayer's Beyond the Flesh hits Turtle for 9 physical, 5 physical, 3 lightning (18 total damage).
Yeek mindslayer's Beyond the Flesh hits Turtle for 20 physical, 7 physical, 6 lightning (35 total damage).
Yeek mindslayer deactivates Charged Aura.
Yeek mindslayer hits Turtle for 9 physical, 5 physical, 3 lightning (18 total damage).
Yeek mindslayer hits Turtle for 14 physical, 7 physical, 6 lightning, 6 physical, 7 physical, 6 lightning (50 total damage).
Yeek mindslayer hits Turtle for 35 lightning damage.
Talent Spit Poison is ready to use.
Turtle misses giant spider.
Your summoned giant spider disappears.
Character control switched to Oskrin.
Oskrin the level 25 yeek rogue was battered to death by unknown on level 3 of Bearscape.



























































































