











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 10 / 73% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 10 on the 7th Flare 122nd year of Ascendancy at 20:27 / 1 |
Primary Stats
| Strength | 10.321911625728 (base 24) |
| Dexterity | 10.321911625728 (base 18) |
| Constitution | 5.5514572942897 (base 10) |
| Magic | 24 (base 24) |
| Willpower | 13 (base 10) |
| Cunning | 17 (base 13) |
Resources
| Life | -32/344 |
| Mana | 124/139 |
| Stamina | 85/114 |
| Healing Factor | 1.0619894123272 |
| Regeneration | 33.10220998224 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 29 |
| Crit Chance | 2% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 29 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Fire | +4% |
| Cold | +10% |
Offense: Damage Penetration
| Cold | +8% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 11.060445977331 (36.618610747051%) |
| Defense | 32 |
| Ranged Defense | 33 |
| Fatigue | 1.5475638051044 |
| Physical Save | 12 |
| Spell Save | 7 |
| Mental Save | 19 |
Defense: Resistances
| Temporal | -16%( 70%) |
| Cold | + 4%( 70%) |
| Fire | -4%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 14 and doing 25.04 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its strength by 14 and doing 25.04 blight damage per turn. Weakness Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 31.20 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 30.92 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 9 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You failed to protect the lone alchemist from death by Camhenile. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+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. 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 |
Equipment
| On feet | [vs. pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)]pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +3 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) 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. survivor's brass lantern of health (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+6 eff.) (-) Maximum life: +43.00 (-) Light radius: +2 (-) Healing mod.: +10% (-) 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. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)]insulating iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Con Changes resistances: +5%(-) cold / +7%(-) fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. cinder iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)]cinder iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) fire Changes stats: +3(-) Str Changes resistances: +6%(-) fire Changes damage: +4%(-) fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: -5(-) Lck Trap disarming bonus: +5 (-) Physical save: -5 (-5 eff.) (-) Spell save: -5 (-5 eff.) (-) Mental save: -5 (-3 eff.) (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. psionicist's copper ring (On fingers, 1 of 2)]psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Mental save: +6 (+6 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's copper ring (On fingers, 1 of 2)]marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex / +0(-3) Wil Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused 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 (+3 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 | [vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)]Unerring Scalpel (15-19.5 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: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (-) Crit. chance: +0.0% (-) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% (-) When wielded/worn: Accuracy: +20 (+10 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. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt 'Runuhad' (Around waist)]rough leather belt 'Runuhad' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize / 0(-20) item blight disease Changes resistances: +3%(-) temporal Changes resistances penetration: +5%(-) temporal Changes damage: +3%(-) blight Physical save: +6 (+6 eff.) (-) Mindpower: +3 (+1 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)]iron dagger (9-11.7 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7(-6.0 - -7.8) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)]resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Maximum life: +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water Spellpower: +4 (+2 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)]stabilizing copper amulet of mastery (0.10 Technique / Combat techniques) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes resistances: +11% temporal Talent mastery: +0.10 Technique / Combat techniques Pinning immunity: +22% Knockback immunity: +20% Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. psionicist's copper ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. Dagotar Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +22% darkness Changes damage: +11% darkness / +9% mind Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Mindpower: +2 (+1 eff.) Mental crit. chance: +4% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's copper ring (On fingers, 1 of 2)]copper ring of fire (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's copper ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. marksman's copper ring of light (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex / +0(-3) Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. elm vilestaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -7.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-23) Crit. chance: +2.5% (+2.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)]Bill's Tree Trunk (30-51 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. Base power: 30.0 - 51.0(+15.0 - +31.5) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (-18) Crit. chance: +1.5% (+1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatmaul of paradox (21-31.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5(+6.0 - +12.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-24) Crit. chance: +0.5% (+0.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage (Melee): +9 temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Damage when hit (Melee): 7 temporal Changes resistances: +9% temporal Massive two-handed mauls. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron mace of erosion (13-18.2 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2(-2.0 - -1.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-23) Crit. chance: +0.5% (+0.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage (Melee): +6 nature / +5 temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Blunt and deadly. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron waraxe of dampening (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8(-3.0 - -2.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-23) Crit. chance: +3.5% (+3.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Changes resistances: +7% acid / +8% fire / +7% cold / +7% lightning Spell save: +6 (+6 eff.) One-handed war axes. |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-12.5 - -16.8) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-13) Crit. chance: +2.5% (+2.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-19.5 power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-25) Crit. chance: +0.0% (-) Attack speed: 125% (+25%) Firing range: +6 Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-10 eff.)) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.quiver of elm arrows of accuracy (22/22, 11.5-16.1 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.storming pouch of iron shots of wind (15/15, 13-15.6 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +11 lightning Burst (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
[vs. iron dagger (9-11.7 power, 5 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. iron shield of cold resistance (+16%) (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: inf% (inf%) When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) (-11 (-5 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) (-11 (-5 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) cold / 10 physical Changes resistances: +15%(-) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. 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 / +1(-) Dex Maximum life: +0.00 (-32.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Ranged Defense: +3 (+2 eff.) (+1 (+1 eff.)) Fatigue: +2% (-) Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +2% (-) Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. cinder iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Baliblek the rough leather gloves (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Armour: +3 (+2) Damage (Melee): 6 acid / 0(-6) fire Changes stats: +0(-3) Str Changes resistances: +5% acid / +12% cold / +0%(-6%) fire Changes damage: +3% acid / +0%(-4%) fire Blindness immunity: +10% Cut immunity: +5% Silence immunity: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. Scaldsweeper the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Con Changes resistances: +16% acid / +6%(-1%) fire / +3% light / +0%(-5%) cold Changes resistances penetration: +20% fire Changes damage: +11% acid Light radius: +1 A pointy cloth hat, very wizardly... |
[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. miner's rough leather cap of strength (+3) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-1) Fatigue: +1% (-4%) Changes stats: +3 Str / +0(-3) Con Changes resistances: +0%(-5%) cold / +0%(-7%) fire Infravision radius: +1 A cap made of leather. |
[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-3) Con Changes resistances: +0%(-5%) cold / +0%(-7%) fire A cap made of leather. |
[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing rough leather cap of knowledge (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +2 Wil / +3 Cun / +0(-3) Con Changes resistances: +0%(-5%) cold / +0%(-7%) fire Physical save: +11 (+9 eff.) Mindpower: +3 (+2 eff.) A cap made of leather. |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
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. |
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. |
[vs. survivor's brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Maximum life: +0.00 (-43.00) Light radius: +2 (-) Healing mod.: +0% (-10%) 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. survivor's brass lantern of health (Light source)]This item will automatically be transmogrified when you leave the level. survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+5 eff.) (-1 (-1 eff.)) Maximum life: +44.00 (+1.00) Light radius: +2 (-) Healing mod.: +11% (+1%) 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. survivor's brass lantern of health (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Maximum life: +0.00 (-43.00) Light radius: +4 (+2) Healing mod.: +10% (-) It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Prox's Lucky Halfling Foot (Tool)]iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: -5% Changes stats: +2 Str / +0(+5) Lck Trap disarming bonus: +0 (-5) Physical save: +0 (+0 eff.) (+5 (+5 eff.)) Spell save: +0 (+0 eff.) (+5 (+5 eff.)) Mental save: +0 (+0 eff.) (+5 (+3 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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
Log
Camhenile uses Flurry.
Elven cultist resists the mind attack!
Elven cultist resists the mind attack!
Elven cultist is afflicted by a crippling illness!
Elven cultist resists the mind attack!
Camhenile hits Elven cultist for 16 physical, 4 fire, 2 mind, 5 physical, 4 fire, 2 mind, 13 physical, 4 fire, 5 mind, 7 physical, 4 fire, 5 mind, 15 physical, 4 fire, 5 mind, 5 physical, 4 fire, 2 mind (108 total damage).
Weakness Disease from Elven cultist hits Camhenile for 11 blight damage.
Rotting Disease from Elven cultist hits Camhenile for 14 blight damage.
Elven cultist casts Timeless.
Elven cultist is free from the illness.
Elven cultist is not stunned anymore.
Elven cultist misses Camhenile.
Elven cultist resists the mind attack!
Camhenile hits Elven cultist for 22 physical, 4 fire, 2 mind, 10 physical, 4 fire, 5 mind (47 total damage).
Weakness Disease from Elven cultist hits Camhenile for 33 blight damage.
Rotting Disease from Elven cultist hits Camhenile for 41 blight damage.
Elven cultist casts Virulent Disease.
Camhenile is afflicted by a decrepitude disease!
Elven cultist misses Camhenile.
Camhenile uses Infusion: Regeneration.
Camhenile starts regenerating health quickly.
Weakness Disease from Elven cultist hits Camhenile for 33 blight damage.
Decrepitude Disease from Elven cultist hits Camhenile for 33 blight damage.
Rotting Disease from Elven cultist hits Camhenile for 41 blight damage.
Elven cultist casts Soul Rot.
Camhenile tries to evade attacks.
Saving game...



































































































