










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Revised Alchemist 1.6.4Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 13 / 29% |
Size | small |
Lifes / Deaths | Killed by elven blood mage at level 13 on the 6th Dusk 122nd year of Ascendancy at 00:40 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 49 (base 39) |
Constitution | 11 (base 10) |
Magic | 10 (base 10) |
Willpower | 25 (base 10) |
Cunning | 41 (base 26) |
Resources
Life | -129/335 |
Stamina | 139/174 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 44.555455561842 |
See Invisible | 34.555455561842 |
Offense: Mainhand
Damage | 25 |
Accuracy | 53 |
Crit Chance | 26% |
APR | 12 |
Speed | 0.80 |
Offense: Offhand
Damage | 45 |
Accuracy | 53 |
Crit Chance | 21% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +12% |
Nature | +9% |
Darkness | +11% |
Mind | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 6 (57.155997060385%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 21 |
Mental Save | 21 |
Defense: Resistances
Acid | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 22%( 70%) |
Light | + 15%( 70%) |
Temporal | + 9%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 6%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Teleport Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Moldgash (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 4(-) nature Changes resistances: +6%(-) lightning / +6%(-) temporal / +6%(-) fire / +6%(-) nature / +3%(-) acid Changes resistances penetration: +5%(-) nature A pair of boots made of leather. |
Light source | ![]() Gylle the Prismhunt Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical crit. chance: +1.0% (-) Physical power: +5 (+5 eff.) (-) Armour: +2 (-) Damage when hit (Melee): 4(-) light Only die when reaching: -80.00 life (-) Maximum life: +46.00 (-) 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. |
On head | ![]() Emelimira (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 20% chance to reduce armor by 15% Damage (Melee): 0(-20) item acid corrode Changes stats: +2(-) Cun / +3(-) Dex Changes resistances penetration: +10%(-) mind Hate when firing a critical mind attack: +1.00 (-) Maximum hate: +10.00 (-) A cap made of leather. |
Tool | ![]() Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 65.69 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() rogue's copper ring of darkness (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) (-) Changes stats: +3(-) Cun Changes resistances: +22%(-) darkness Changes damage: +11%(-) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Radiancewyrd the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +4(+1) Cun / +5 Wil Changes resistances: +9% light / +0%(-22%) darkness Changes resistances penetration: +5% mind Changes damage: +0%(-11%) darkness / +3% fire / +12% light / +3% mind Mindpower: +6 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Nitir Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage (Melee): 0(-20) item nature slow Changes stats: +3(-) Dex Changes resistances: +3%(-) cold Changes resistances penetration: +10%(-) mind Changes damage: +3%(-) mind Amulets make your neck look great! |
In main hand | ![]() Stormlash (17-19 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (-) Crit. chance: +5.0% (-) Attack speed: 125% (-) On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50%(-) dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) (-) Changes damage: +10%(-) lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 15.16 to 45.47 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
Around waist | ![]() Nerudhewen the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1(-) Dex / +3(-) Wil / +3(-) Cun Changes resistances: +3%(-) darkness Damage against: +15% (-)Summoned Reduced damage from: +18% (-)Summoned Critical mult.: +5.00% (-) Physical save: +6 (+6 eff.) (-) Spell save: +9 (+8 eff.) (-) A belt that goes around your waist. |
In off hand | ![]() Unerring Scalpel (15-20 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(-2.0 - +0.8) Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+18) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage Shield penetration (this weapon only): +50% Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +20 (+7 eff.) (+13 (+5 eff.)) Changes damage: +0%(-10%) lightning 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 |
Cloak | ![]() linen cloak 'Squalorviper' (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (-) Damage when hit (Melee): 6(-) mind Changes stats: +2(-) Wil Changes resistances: +6%(-) nature Changes damage: +9%(-) nature Physical save: +6 (+6 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Salilethra the rough leather armour (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+1 eff.) (-) Fatigue: +6% (-) Changes resistances: +16%(-) lightning / +3%(-) temporal / +6%(-) light / +5%(-) arcane Teleport immunity: +10% (-) A suit of armour made of leather. |
Inventory
![]() wild infusion of the sneak (res 24%; physical; dur 4; cd 12) 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: 12 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
![]() rogue'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: Defense: +4 (+1 eff.) (-2 (-1 eff.)) Changes stats: +2(-1) Cun Changes resistances: +20% light / +0%(-22%) darkness Changes damage: +10% light / +0%(-11%) darkness Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. titan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Changes stats: +0(-3) Cun / +3 Con Changes resistances: +0%(-22%) darkness Changes damage: +0%(-11%) darkness Physical save: +6 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.0 - -6.7) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 (-7) Crit. chance: +1.5% (-3.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes damage: +10% acid / +10% darkness / +10% blight / +10% fire / +0%(-10%) lightning Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 58.26 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (117). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() This item will automatically be transmogrified when you leave the level. Venomking (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.0 - -6.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-5) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes resistances: +3% fire Changes resistances penetration: +10% nature Changes damage: +0%(-10%) lightning / +10% darkness / +6% nature / +9% light Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Life regen: +2.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. elm magestaff of illumination (10-12 power, 2 apr, cold element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-7.0 - -6.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-5) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Defense: +6 (+2 eff.) Changes damage: +0%(-10%) lightning / +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 40.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. iron greatsword (16-26 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4(-0.5 - +7.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-6) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes damage: +0%(-10%) lightning Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. flaming iron longsword (11-15 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(-6.0 - -3.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage (radius 1) on hit: +6 fire Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes damage: +0%(-10%) lightning Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. iron longsword of the mystic (12-17 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8(-5.0 - -1.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-5) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +2 Mag / +2 Wil Changes damage: +0%(-10%) lightning Spellpower: +6 (+6 eff.) Sharp, long, and deadly. |
![]() This item will automatically be transmogrified when you leave the level. hateful iron mace of dampening (12-18 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5(-4.5 - -1.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-5) Crit. chance: +0.5% (-4.5%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage (Melee): +6 darkness Damage conversion: 0%(-50%) dazing lightning Damage against: +6% Living When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes resistances: +7% acid / +8% lightning / +8% cold / +7% fire / +3% all Changes damage: +0%(-10%) lightning Spell save: +6 (+3 eff.) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. flaming steel waraxe of massacre (20-28 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0(+3.0 - +9.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-4) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage (radius 1) on hit: +5 fire Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Changes damage: +0%(-10%) lightning One-handed war axes. |
![]() Crystalline Iron dagger (12-15 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 It is part of a set of items. Base power: 11.9 - 15.4(-5.1 - -3.3) Uses stats: 50% Cun, 50% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-2) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-25%) On weapon crit: - Focus the lightning forces on an enemy Damage conversion: 0%(-50%) dazing lightning When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Physical power: +12 (+8 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane / +0%(-10%) lightning Spellpower: +12 (+11 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, short and deadly. Transformed with the power of the Spellblaze. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron shield (0 def, 2 armour, 21.5 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-25) Attack speed: inf% (inf%) Damage Shield penetration (this weapon only): +0% (-50%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. miner's pair of rough leather boots (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 (+1) Damage when hit (Melee): 0(-4) nature Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-6%) fire / +0%(-6%) nature / +0%(-3%) acid Changes resistances penetration: +0%(-5%) nature Infravision radius: +1 A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Damage when hit (Melee): 0(-4) nature Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-6%) fire / +0%(-6%) nature / +0%(-3%) acid Changes resistances penetration: +0%(-5%) nature Spellpower: +4 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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: +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. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Armour: +0 (-2) Damage when hit (Melee): 0(-4) light Only die when reaching: +0.00 life (+80.00 life) Maximum life: +0.00 (-46.00) 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. |
![]() brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Armour: +0 (-2) Damage when hit (Melee): 0(-4) light Only die when reaching: +0.00 life (+80.00 life) Maximum life: +40.00 (-6.00) 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. |
![]() miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Light radius: +0 (-1) Infravision radius: +1 See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() This item will automatically be transmogrified when you leave the level. Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) Light radius: +0 (-1) See stealth: +0 (-10) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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) 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() This item will automatically be transmogrified when you leave the level. focusing iron torque of clear mind [power 1] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. cleansing elm totem of stinging [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to sting an enemy dealing 120 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Fa the Halfling Rogue level 11
3rd Summertide 122nd year of Ascendancy at 01:51 see stats
By Fa the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 18:56 see stats
By Fa the Halfling Rogue level 7
77th Pyre 122nd year of Ascendancy at 23:40 see stats
Log
Elven blood mage's spell attains critical power!
Fa is afflicted by a weakness disease!
Elven blood mage hits Fa for 190 blight damage.
Fa uses Dual Strike.
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Elven blood mage is stunned!
Elven blood mage's armor corrodes!
Elven blood mage is poisoned!
Elven blood mage is dazed!
Fa hits Elven blood mage for 71 physical, 16 lightning, 15 physical (102 total damage).
Weakness Disease from Elven blood mage hits Fa for 5 blight damage.
Elven blood mage is not dazed anymore.
Deadly Poison from Fa hits Elven blood mage for 16 nature damage.
Elven blood mage casts Rune: Shatter Afflictions.
Elven blood mage is not stunned anymore.
Elven blood mage is fully armored again.
A shield forms around elven blood mage.
Elven blood mage casts Blood Boil.
Fa is free from the weakness disease.
Fa slows down.
Elven blood mage hits Fa for 138 blight damage.
Elven blood mage receives 41 healing.
Fa casts Rune: Mirror Image.
Mirror Image uses Taunt.
Elven blood mage's Blood Grasp hits Fa for 132 blight damage.
Something receives 28 healing from Elven blood mage's Blood Grasp.
Fa the level 13 halfling rogue was diseased to death by an elven blood mage on level 2 of Rhaloren Camp.