











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Generous Levels Kobblin Version 1.7.6Original addon by Chaotic_Heretic, I just changed some values and lowered prodigy requirements. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 17 / 31% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 328 (base 41) |
Dexterity | 331 (base 41) |
Constitution | 272 (base 41) |
Magic | 153 (base 41) |
Willpower | 87 (base 41) |
Cunning | 159 (base 41) |
Resources
Mana | 252/421 |
Psi | 132/167 |
Life | 1945/1945 |
Stamina | 99/156 |
Steam | 150/150 |
Healing Factor | 2.1338284509634 |
Regeneration | 221.0911183423 |
Speed
Mental | +118.14499944908% |
Attack | 0% |
Movement | +77.171443336473% |
Spell | +65.068442032664% |
Global | +98.895279065748% |
Vision
Sight | 10 |
Lite | -1000 |
Infravision | 20 |
See Stealth | 164.80755316696 |
See Invisible | 164.80755316696 |
Stealth | 140 |
Offense: Mainhand
Damage | 852 |
Accuracy | 147 |
Crit Chance | 301% |
APR | 84 |
Speed | 0.46 |
Offense: Offhand
Damage | 815 |
Accuracy | 147 |
Crit Chance | 310% |
APR | 97 |
Speed | 0.41 |
Offense: Spell
Spellpower | 158 |
Crit Chance | 100% |
Speed | 0.6058093162363 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +15% |
Cold | +15% |
All | 0% |
Lightning | +76% |
Physical | +14% |
Mind | +6% |
Darkness | +30% |
Fire | +86% |
Nature | +5% |
Offense: Damage Penetration
Light | +21% |
Temporal | +21% |
Blight | +21% |
Physical | +107% |
All | +16% |
Defense: Base
Armour (hardiness) | 93 (100%) |
Defense | 139 |
Ranged Defense | 152 |
Fatigue | 0 |
Physical Save | 100 |
Spell Save | 79 |
Mental Save | 50 |
Defense: Resistances
Blight | + 70%( 70%) |
Physical | + 63%( 70%) |
Mind | + 65%( 70%) |
All | + 61%( 70%) |
Lightning | + 67%( 70%) |
Light | + 60%( 70%) |
Temporal | + 63%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 64%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 8.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 10.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 4.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 10.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Throwing knives | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 8.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 6.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 10.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 8.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Scoundrel | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 8.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Orc | 6.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Quickdraw |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Stealth |
talent | Apply Poison |
talent | Feather Wind |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Volatile Poison |
talent | Daunting Presence |
talent | Augmentation |
talent | Arcane Combat |
talent | Pace Yourself |
talent | Crippling Poison |
talent | Gloom |
talent | Trained Reactions |
talent | Total Thuggery |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 42.0 and stamina regeneration by 8.4. Soothing Darkness |
beneficial effect | Has 17 throwing knives prepared: 17 KnivesRange: 9 Net Damage: 1076 - 1506 Accuracy: 163 (knife) APR: 114 Crit Chance: +374% Crit mult: 309% Uses Stats: 109% Wil, 152% Cun |
beneficial effect | Parrying melee and ranged attacks: Has a 89% chance to deflect up to 95 damage from the next 3.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 2): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 8): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 0.00 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. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 87% Wil, 127% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 6 power out of 24/24) : Effective talent level: 4.0 Power cost: 6 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 1502.63 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature / 2 light Changes resistances penetration: +5% light Physical save: +5 (+0 eff.) Light radius: +3 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +1 (+0 eff.) Changes resistances: +5% lightning / +6% temporal Changes damage: +9% physical Reduces incoming crit damage: 5.00% A pointy cloth hat, very wizardly... |
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 12 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +1 Str / +1 Dex Changes resistances: +10% nature Changes damage: +5% nature / +6% mind Equilibrium when hit: +0.08 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% darkness Changes resistances penetration: +5% blight / +5% temporal Changes damage: +10% darkness Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 52 Changes resistances: +3% nature Mental save: +6 (+2 eff.) Confusion immunity: +21% Maximum hate: +2.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -4% Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances: +12% lightning / +12% mind Confusion immunity: +23% Stun/Freeze immunity: +20% Life regen: +1.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 109% Wil, 109% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 light / +4 fire Damage (radius 2) on crit: +16 light / +4 fire When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +6 Damage when hit (Melee): 2 fire Changes resistances: +6% light Changes resistances penetration: +7% physical Sharp, short and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light Physical save: +6 (+1 eff.) Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 159% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 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 (+0 eff.) It can be used to activate talent Stone Wall (costing 14 power out of 60/60) : Effective talent level: 2.2 Power cost: 14 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 368.07 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1252% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1384% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Spell (61% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 cold, 3 mind, 3 temporal 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +10% mind Changes resistances penetration: +5% blight Changes damage: +3% light Confusion immunity: +23% Light radius: +2 Amulets make your neck look great! |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 109% Wil, 109% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 52 * 25% chance for lightning to strike from the target to a second target dealing 205 damage Damage (Melee): +9 mind / +9 cold Damage (radius 2) on crit: +4 lightning When wielded/worn: Changes stats: +2 Mag / +4 Wil / +2 Cun Changes resistances penetration: +10% lightning Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 109% Wil, 109% Cun 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 hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 205 damage Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 109% Wil, 109% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 41% Changes resistances: +3% nature Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 109% Wil, 109% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% fire / +5% cold Maximum encumbrance: +20 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +3 Cun Changes resistances: +15% nature / +7% all Changes damage: +10% nature Critical mult.: +5.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 nature Changes resistances: +6% nature Changes damage: +3% nature When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 87% Wil, 127% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% nature Changes damage: +10% nature Psi each turn: +0.11 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances: +16% cold Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+0 eff.) Damage Shield penetration: +30% A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 18 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Challyre the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 08:57 see stats
By Challyre the Cornac Adventurer level 16
8th Mirth 122nd year of Ascendancy at 09:00 see stats
By Challyre the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 21:05 see stats
By Challyre the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 10:16 see stats
By Challyre the Cornac Adventurer level 9
3rd Mirth 122nd year of Ascendancy at 08:57 see stats
By Challyre the Cornac Adventurer level 17
1st Summertide 122nd year of Ascendancy at 07:09 see stats
By Challyre the Cornac Adventurer level 15
7th Mirth 122nd year of Ascendancy at 23:53 see stats
By Challyre the Cornac Adventurer level 11
5th Mirth 122nd year of Ascendancy at 07:16 see stats
Log
You collect a new ingredient: lump of iron (1).
You gain 2.55 gold from the melting of balanced iron longsword of massacre (19-27 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.25 gold from the melting of arcing iron longsword of phasing (11-15 power, 10 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.71 gold from the melting of acidic iron longsword of erosion (11-15 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 8.43 gold from the melting of Zerirak the Sparkhunter (13-18 power, 2 apr).
You gain 0.25 gold from the melting of elm longbow.
You gain 0.50 gold from the melting of ash longbow.
You collect a new ingredient: lump of steel (1).
You gain 15.62 gold from the melting of Urumas (30-48 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron greatmaul (18-28 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.88 gold from the melting of hateful iron greatmaul (18-27 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 6.94 gold from the melting of Infernoglory (17-26 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.75 gold from the melting of dwarven-steel battleaxe (32-47 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 3.07 gold from the melting of balanced iron battleaxe (12-19 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 7.93 gold from the melting of Manuleyon the Bilewill (13-20 power, 1 apr).
You collect a new ingredient: lump of steel (1).
You gain 8.18 gold from the melting of Blindfiend the steel battleaxe (34-50 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 9.05 gold from the melting of Armysin (14-20 power, 1 apr).
You gain 1.50 gold from the melting of steam generator implant (steam 4).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.