











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
QuickTome: Orb of Communication 1.3.1 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Rogue |
| Level / Exp | 16 / 4% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 40 (base 36) |
| Constitution | 16 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 34 (base 33) |
Resources
| Life | 343/343 |
| Mana | 90/90 |
| Stamina | 175/175 |
| Healing Factor | 1.1745771506545 |
| Regeneration | 8.1633111970488 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 31.785219413488 |
| See Invisible | 31.785219413488 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 53 |
| Crit Chance | 11% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 53 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Darkness | +3% |
| Cold | +7% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (49.007671158813%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 16 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Mind | + 20%( 70%) |
| Light | + 7%( 70%) |
| Cold | + 18%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 16%( 70%) |
| Fire | + 24%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 31% |
| Poison Resistance | 10% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 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 260 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Premonition |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Trained Reactions |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 26% chance to deflect up to 12 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 55 - 77 Accuracy: 68 (knife) APR: 10 Crit Chance: +19% Crit mult: 167% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Reduces fire damage received by 12%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 |
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 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 orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | brass lantern 'Iverassra'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Str Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 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 | Duathelhunter the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 lightning / 4 darkness Changes stats: +2 Wil Changes resistances penetration: +15% darkness Changes damage: +3% darkness / +3% cold Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| On hands | Forestspire the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str / +2 Dex / +1 Mag / +3 Con Changes resistances: +3% nature / +6% cold Changes damage: +4% cold Reduces incoming crit damage: 5.00% 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 | overpowered iron torque of psionic shield [power 37] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 37 for 5 turns Activation puts all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | savior's copper ring of aether (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% arcane Changes damage: +10% arcane Physical save: +7 (+3 eff.) Spell save: +7 (+5 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
| Around neck | clarifying copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
| In main hand | Unerring Scalpel (15-19 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Around waist | rough leather belt 'Porirema'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% fire / +6% cold Reduces incoming crit damage: 15.00% Poison immunity: +10% Life regen: +4.00 Only die when reaching: -20.00 life Maximum hate: +2.00 Mental crit. chance: +1% A belt that goes around your waist. |
| In off hand | acidic iron dagger of massacre (16-21 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Sharp, short and deadly. |
| Cloak | Isana (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 / +1 Dex Changes resistances: +3% mind / +3% nature Stun/Freeze immunity: +10% Equilibrium when hit: +0.12 Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Neriwyn the Noonrot (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Damage when hit (Melee): 2 lightning Changes resistances: +6% blight / +7% all Life regen: +1.70 Only die when reaching: -60.00 life Maximum life: +41.00 Light radius: +3 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 38; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 38 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 Strength 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 spell talent. Press to compare to your current inscriptions |
copper amulet 'Cloudpain'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +5% physical Changes resistances penetration: +15% mind Stamina each turn: +0.20 Psi when hit: +0.08 Mindpower: +5 (+3 eff.) Amulets make your neck look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +4 (+2 eff.) Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +8 (+6 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Lisethra the cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes resistances: +12% blight Changes damage: +6% acid / +9% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Physical save: +3 (+1 eff.) Spell save: +12 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slings are used to hurl stones or metal shots at your foes. |
Hathyharagar (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning Changes resistances penetration: +15% acid Only die when reaching: -60.00 life A suit of armour made of leather. |
rough leather armour of stability (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +5% physical Physical save: +10 (+5 eff.) A suit of armour made of leather. |
Iviravea the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +14 (+6 eff.) Changes stats: +4 Cun / +2 Mag Changes resistances: +5% arcane / +3% lightning Stealth bonus: +5 A belt that goes around your waist. |
rough leather belt 'Flashhash'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +15% lightning Changes resistances penetration: +5% light Maximum life: +31.00 Light radius: +3 A belt that goes around your waist. |
Lightningsear the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Defense: +7 (+3 eff.) Changes stats: +1 Str Changes resistances: +1% physical Changes resistances penetration: +10% lightning / +5% cold Critical mult.: +15.00% Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Amyrak the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal / +6% darkness Changes damage: +9% mind Only die when reaching: -20.00 life A pair of boots made of leather. |
Obsidiansmasher the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +10% acid Changes damage: +9% acid It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Changes stats: +3 Str 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. |
4 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. |
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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
61 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 50.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 50.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone Activation costs 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Duranil the Doomelf Rogue level 15
43rd Dusk 122nd year of Ascendancy at 08:55 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Duranil the Doomelf Rogue level 6
77th Pyre 122nd year of Ascendancy at 09:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Duranil the Doomelf Rogue level 10
9th Flare 122nd year of Ascendancy at 23:58 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Duranil the Doomelf Rogue level 9
8th Flare 122nd year of Ascendancy at 10:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Duranil the Doomelf Rogue level 12
5th Dusk 122nd year of Ascendancy at 19:52 see stats
Log
Burning from Giant fire ant hits Duranil for (5 absorbed), 0 fire (0 total damage).
Decrepitude Disease from Poriwyn the treant hits Duranil for (7 absorbed), 0 blight (0 total damage).
Giant fire ant spits flames!
Giant blue ant casts Water Bolt.
Poison bursts out of Giant acid ant's corpse!
Poison bursts out of Giant red ant's corpse!
Giant fire ant hits Duranil for (8 absorbed), 0 fire (0 total damage).
Deadly Poison from Duranil hits Giant acid ant for 65 nature damage.
Deadly Poison from Duranil hits Giant red ant for 65 nature damage.
Deadly Poison from Duranil hits Giant black ant for 65 nature damage.
Giant blue ant hits Duranil for (12 absorbed), 0 cold (0 total damage).
Deadly Poison from Duranil killed Giant acid ant!
Deadly Poison from Duranil killed Giant red ant!
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Duranil is free from the decrepitude disease.
Duranil stops burning.
Talent Dual Strike is ready to use.
Giant fire ant spits flames!
Poison bursts out of Giant black ant's corpse!
Deadly Poison from Duranil hits Giant black ant for 65 nature damage.
Giant fire ant hits Duranil for (8 absorbed), 0 fire (0 total damage).
Deadly Poison from Duranil killed Giant black ant!
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Duranil stops regenerating health quickly.
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The shield around Duranil crumbles.



















































































