










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Immunity Adjusts Saves 1.4.9Tired of trying to play a rogue but finding your poisons and bleeds are completely ignored by most enemies in the game? Tired of investing countless talent points into fear-based talents, only to enter a dungeon full of fully immune undead? Tired of investing into taking advantage of stuns only to find the most dangerous foes can't be stunned? Tire no more! This addon converts most status immunities to instead multiply save values rather than giving a flat chance to ignore the effect. This means you'll be able to apply statuses to just about anyone, but immunities are still powerful as long as you also have the related saving throw stat. -Changes immunity of most status effects to instead multiply your saves against effects of that type rather than giving a flat chance to ignore the effect. -!Some talents grant a direct chance to ignore specific effects without using immunity stats, this addon will not change how those talents function. 100% Immunity is 2x saves This addon was specifically designed to ignore realism in favor of making the game more enjoyable for people who want to try specific builds without being shut down by specific enemy types, while still making immunity a valuable stat to hold both as the player or an enemy. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Lite 1.5.0A 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: 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 26 / 74% |
Size | medium |
Lifes / Deaths | Killed by Emadhethra the drem master at level 11 on the 3rd Dusk 122nd year of Ascendancy at 08:39 / 2Killed by Xanytha the ink squid at level 26 on the 64th Haze 122nd year of Ascendancy at 05:14 |
Primary Stats
Strength | 49 (base 38) |
Dexterity | 49 (base 29) |
Constitution | 67 (base 49) |
Magic | 14 (base 10) |
Willpower | 24 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | -64/898 |
Stamina | 139/180 |
Healing Factor | 0.97187060478201 |
Regeneration | 5.8798171589312 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +72.688505193356% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 23.957448516131 |
See Invisible | 23.957448516131 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 86 |
Accuracy | 70 |
Crit Chance | 61% |
APR | 46 |
Speed | 1.11 |
Offense: Offhand
Damage | 57 |
Accuracy | 70 |
Crit Chance | 64% |
APR | 49 |
Speed | 1.11 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +6% |
Arcane | +15% |
Cold | +10% |
All | 0% |
Temporal | +3% |
Mind | +6% |
Fire | -10% |
Nature | +17% |
Offense: Damage Penetration
Physical | +14% |
Nature | +15% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 50.50863224038 (92%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 30 |
Physical Save | 56 |
Spell Save | 36 |
Mental Save | 42 |
Defense: Resistances
Acid | + 2%( 70%) |
Nature | + 24%( 70%) |
Physical | + 34%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 24%( 70%) |
Mind | + 28%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Confusion Resistance | 100% |
Stun Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 197 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
talent | Precise Strikes |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 104 - 145 Accuracy: 86 (knife) APR: 51 Crit Chance: +63% Crit mult: 191% Uses Stats: 50% Str, 70% Dex |
beneficial effect | Moving at extreme speed (73% faster). Any action other than movement will cancel it. Wild Speed |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned, taking 5.00 nature damage per turn and decreasing all heals received by 39%. Insidious Poison |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 52% chance to deflect up to 21 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved mental save by +4. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +9 Fatigue: +3% Changes stats: +3 Dex / +4 Mag / +3 Cun Changes resistances: +3% blight Changes damage: +7% acid / +6% blight Physical save: +6 (+2 eff.) Disease immunity: +26% Maximum life: +30.00 Spellpower: +5 (+3 eff.) Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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 | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Dex / +8 Wil Changes resistances: +7% physical / +15% mind / +5% arcane Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +31% A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +7 Armour: +2 Changes stats: +3 Str / +9 Dex / +3 Wil / +5 Cun / +3 Con Changes resistances: +5% arcane Changes damage: +6% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Maximum life: +20.00 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Wil / +5 Con Changes resistances: +11% nature Changes damage: +5% nature Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances penetration: +10% temporal Changes damage: +9% arcane / +3% temporal Physical save: +19 (+6 eff.) Spell save: +10 (+4 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +27% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Critical mult.: +14.00% Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +13 (+4 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Physical power: +5 (+2 eff.) Changes resistances penetration: +8% physical Sharp, long, and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Str / +2 Dex Critical mult.: +3.00% Maximum life: +31.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Changes resistances penetration: +6% physical Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances penetration: +15% nature Changes damage: +12% nature / +6% mind Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 5 turns. Its effects scale with your Constitution 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 ability. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Str / +7 Dex / +3 Mag / +7 Wil / +5 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Mana each turn: +0.38 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +26.00 Movement speed: +10% Amulets can have magical properties. |
![]() gold ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +28% Rings can have magical properties. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning / +4 acid When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +15% acid Changes damage: +18% temporal Talent granted: +1 Command Staff Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +18 (+9 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +10% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Physical save: +30 (+8 eff.) Stamina each turn: +0.20 Mana each turn: +0.15 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +46.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() slime-covered dwarven-steel battleaxe of erosion (142% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 13% Damage (Melee): +10 temporal / +12 nature Massive two-handed battleaxes. |
![]() dwarven-steel greatmaul 'Venombringer' (150% power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Armour penetration: +16 Damage when hit (Melee): 16 nature Changes resistances: +12% nature Changes resistances penetration: +10% physical Changes damage: +21% light / +7% physical Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn On weapon crit: * splashes the target with acid Damage (Melee): +24 acid Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +16 Defense: +16 (+8 eff.) Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +19% physical Changes damage: +3% arcane Disarm immunity: +60% Massive two-handed mauls. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 139% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 cold When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +10% darkness / +13% physical Changes damage: +6% lightning Massive two-handed swords. |
![]() Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+7 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +13 fire When wielded/worn: Changes stats: +3 Wil Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Blunt and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 light Damage against: +10% Undead When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Con Blunt and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 15% chance to blind One-handed war axes. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x 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 (+5 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. |
![]() Halikor (103% power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +6 Cun / +3 Wil Changes resistances penetration: +6% fire Changes damage: +6% mind Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.16 Mindpower: +8 (+4 eff.) See invisible: +6 Global speed: +2% Sharp, short and deadly. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (20% chance level 2). When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +12% physical Changes damage: +3% arcane / +15% physical Spellpower on spell critical (stacks up to 3 times): +4 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 133% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +10.5% Capacity: 16 On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +6 lightning / +8 arcane / +4 acid Shots are used with slings to pummel your foes to death. |
![]() slimey pouch of dwarven-steel shots of wind (18/18, 136% power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * Slows global speed by 8% * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() Thunderorder the dwarven-steel shield (8 def, 2 armour, 82 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +13% mind / +6% lightning Changes resistances penetration: +25% lightning / +20% mind Talent granted: +3 Block Handheld deflection devices. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Str / +7 Mag / +9 Wil / +6 Con Changes resistances: +11% lightning / +10% cold Changes resistances penetration: +10% mind Changes damage: +10% lightning / +7% physical / +15% blight / +16% cold / +13% nature / +3% mind Grants telepathy: Demon/Minor Demon/Major Spell save: +28 (+10 eff.) Poison immunity: +37% Disease immunity: +20% Spellpower: +4 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cleansing hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +12% nature / +12% blight A suit of armour made of leather. |
![]() dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +21% cold A suit of armour made of mail. |
![]() grounding hardened leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% lightning / +7% temporal Spell save: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
![]() scholar's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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: +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. |
![]() 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. |
![]() 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 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 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, costing 70 power out of 69/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Poxrip the dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +2.0% Changes stats: +2 Str / +3 Con Changes resistances: +27% nature Changes damage: +7% nature Stamina each turn: +0.40 Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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), 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. |
![]() 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 176 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. |
![]() dwarven-steel torque of kinetic psionic shield 'Dawnreek' [power 79] (13/18 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Changes stats: +1 Con Maximum wards: +3 physical / +3 mind / +6 darkness Talent granted: +2 Ward Only die when reaching: -60.00 life Maximum life: +10.00 Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 79 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Vulpes the Cornac Marauder level 24
39th Haze 122nd year of Ascendancy at 08:51 see stats
By Vulpes the Cornac Marauder level 13
10th Dusk 122nd year of Ascendancy at 18:40 see stats
By Vulpes the Cornac Marauder level 21
35th Haze 122nd year of Ascendancy at 06:43 see stats
By Vulpes the Cornac Marauder level 10
10th Flare 122nd year of Ascendancy at 02:27 see stats
By Vulpes the Cornac Marauder level 20
23rd Haze 122nd year of Ascendancy at 00:39 see stats
By Vulpes the Cornac Marauder level 19
73rd Dusk 122nd year of Ascendancy at 00:23 see stats
By Vulpes the Cornac Marauder level 5
2nd Mirth 122nd year of Ascendancy at 19:26 see stats
By Vulpes the Cornac Marauder level 19
23rd Haze 122nd year of Ascendancy at 00:39 see stats
By Vulpes the Cornac Marauder level 9
8th Mirth 122nd year of Ascendancy at 22:07 see stats
By Vulpes the Cornac Marauder level 19
22nd Haze 122nd year of Ascendancy at 03:02 see stats
By Vulpes the Cornac Marauder level 20
34th Haze 122nd year of Ascendancy at 15:59 see stats
By Vulpes the Cornac Marauder level 11
3rd Dusk 122nd year of Ascendancy at 08:39 see stats
Log
Xanytha the ink squid's Beyond the Flesh hits Vulpes for 44 physical, 4 nature, 6 nature, 15 physical, 14 fire (82 total damage).
Vulpes has finished recovering.
Vulpes recovers sight.
Vulpes recovers sight.
Insidious Poison from Xanytha the ink squid hits Vulpes for 4 nature damage.
Vulpes has a resistance to 'Stunned'! Bonus: 61.008645533141 Percent
Vulpes hits Something for (4 to psi shield), 2 nature, (4 to psi shield), 2 nature (3 total damage).
Something hits Vulpes for (21 parried), 34 physical, 6 nature, 15 physical, 14 fire, 60 physical, 4 nature, 6 nature, 15 physical, 14 fire (167 total damage).
Vulpes hits Xanytha the ink squid for (4 to psi shield), 2 nature (2 total damage).
Xanytha the ink squid's Beyond the Flesh hits Vulpes for 53 physical, 4 nature, 6 nature, 15 physical, 14 fire (92 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Vulpes is moving at extreme speed!
Vulpes stops regenerating health quickly.
Insidious Poison from Xanytha the ink squid hits Vulpes for 4 nature damage.
Xanytha the ink squid projects ink!
Vulpes loses sight!
You are unable to move!
You are unable to move!
Vulpes is no longer pinned.
Vulpes no longer revels in blood quite so much.
Vulpes overcomes the gloom
Talent Heartseeker is ready to use.
Talent Sheer Badassery is ready to use.
Talent Throwing Knives is ready to use.
Talent Feint is ready to use.
Insidious Poison from Xanytha the ink squid hits Vulpes for 4 nature damage.
Saving game...