Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Items Vault 1.6.0Donators/Buyers bonus! Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 23 / 47% |
Size | big |
Lifes / Deaths | Killed by Lbteod the halfling at level 23 on the 9th Haze 122nd year of Ascendancy at 08:10 / 1 |
Primary Stats
Strength | 54 (base 12) |
Dexterity | 51 (base 12) |
Constitution | 28 (base 20) |
Magic | 64 (base 42) |
Willpower | 52 (base 48) |
Cunning | 30 (base 18) |
Resources
Mana | 121/247 |
Psi | 112/112 |
Vim | 178/178 |
Life | -2/720 |
Positive | 86/86 |
Stamina | 214/251 |
Paradox | 320 |
Healing Factor | 1.2363636363636 |
Regeneration | 0.30909090909091 |
Speed
Mental | -20% |
Attack | -30% |
Movement | +9.3616929801667% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 59 |
Accuracy | 58 |
Crit Chance | 14% |
APR | 27 |
Speed | 1.25 |
Offense: Offhand
Damage | 31 |
Accuracy | 58 |
Crit Chance | 14% |
APR | 26 |
Speed | 1.25 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 7% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 7% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Blight | +17% |
Arcane | +6% |
Cold | +3% |
All | 0% |
Lightning | +4% |
Light | +10% |
Temporal | +3% |
Physical | +16% |
Fire | +4% |
Darkness | +22% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +10% |
Physical | +12% |
Defense: Base
Armour (hardiness) | 25 (35.629139072848%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 9 |
Physical Save | 25 |
Spell Save | 36 |
Mental Save | 34 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 29%( 70%) |
All | + 7%( 70%) |
Darkness | + 40%( 70%) |
Light | + 38%( 70%) |
Temporal | + 19%( 70%) |
Physical | + 19%( 70%) |
Lightning | + 15%( 70%) |
Fire | + 41%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 12% |
Bleed Resistance | 100% |
Confusion Resistance | 26% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 646 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Psionic / Absorption | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Footwork | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Spring Attack |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Thermal Shield |
talent | Arcane Shield |
talent | Kinetic Shield |
talent | Augmentation |
talent | Weapon of Light |
talent | Arcane Power |
talent | Shock Hands |
talent | Ruin |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target is in a magical frenzy, improving spellpower by 55. Bloodlust |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike damage by 92%. Scoundrel's Strategies |
detrimental effect | The target is in a nightmarish sleep, suffering 47.16 mind damage each turn and unable to to perform most actions. Every 23 damage it takes will reduce the duration of the effect by one turn. Nightmare |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Exotic Weapons 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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
Psionic focus | Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 77% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Abyssglamour the dwarven-steel gauntlets (0 def, 2 armour) Abyssglamour the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 17 darkness / 7 temporal Damage (Ranged): 9 temporal Changes resistances: +7% temporal / +11% darkness / +9% fire Changes resistances penetration: +10% blight Changes damage: +10% darkness / +3% temporal 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. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Goradunarand the linen wizard hat (1 def, 0 armour) Goradunarand the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Dex / +3 Mag / +3 Con Changes damage: +6% arcane Physical save: +3 (+2 eff.) Spell save: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
On feet | pair of dwarven-steel boots 'Zubyseta' (15 def, 10 armour) pair of dwarven-steel boots 'Zubyseta' (15 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +1 Armour: +10 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +2 Str / +2 Dex / +2 Wil Changes resistances: +11% acid / +8% fire / +8% cold / +8% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | steel ring 'Brenehir' steel ring 'Brenehir'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+4 eff.) Armour: +4 Changes stats: +2 Mag Changes resistances: +12% blight / +24% darkness Changes damage: +12% blight / +12% darkness Mental save: +5 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
On fingers | steel ring 'Frostwhisper' steel ring 'Frostwhisper'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances: +11% physical / +12% cold Changes resistances penetration: +10% darkness Changes damage: +11% physical / +3% cold Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | Sunpyre the steel amulet Sunpyre the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +2 Con Changes resistances: +6% temporal / +3% nature / +3% light Changes damage: +5% physical Combat speed: +10% Amulets can have magical properties. |
In main hand | Dairihell the dwarven-steel mace (29.5-41.3 power, 4 apr) Dairihell the dwarven-steel mace (29.5-41.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances: +3% blight Changes resistances penetration: +7% physical Disarm immunity: +12% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Blunt and deadly. |
Around waist | rough leather belt 'Emeluna' rough leather belt 'Emeluna'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +2 Damage when hit (Melee): 2 physical Changes stats: +2 Dex Changes resistances: +2% physical Changes resistances penetration: +5% physical Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Tundra's kiss the steel mace (11.5-16.1 power, 3 apr) Tundra's kiss the steel mace (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 29 On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 Damage (Melee): +7 blight Damage (radius 1) on hit: +11 fire When wielded/worn: Changes stats: +4 Str / +2 Wil Changes resistances: +3% cold Disease immunity: +13% Blunt and deadly. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | searing reinforced leather armour of the wind (21 def, 7 armour) searing reinforced leather armour of the wind (21 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Armour: +7 Defense: +21 (+7 eff.) Fatigue: +8% Damage (Melee): 14 acid / 13 fire Damage when hit (Melee): 11 acid / 12 fire Changes resistances: +22% acid / +19% fire Stamina each turn: +0.90 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 121 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
manasurge rune (regen 764% over 10 turns; mana 38; cd 15) manasurge rune (regen 764% over 10 turns; mana 38; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 764% for 10 turns (19 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
This item will automatically be transmogrified when you leave the level. truestriking stralite battleaxe of rage (47-70.5 power, 3 apr)truestriking stralite battleaxe of rage (47-70.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +12 Changes stats: +9 Str Changes resistances penetration: +16% physical Changes damage: +7% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel dagger of erosion (17.5-22.75 power, 7 apr)thought-forged dwarven-steel dagger of erosion (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 25 Damage (Melee): +10 mind / +12 nature When wielded/worn: Changes stats: +2 Cun / +4 Wil Sharp, short and deadly. |
Zuboma the dwarven-steel greatsword (46-73.6 power, 2 apr) Zuboma the dwarven-steel greatsword (46-73.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Changes resistances penetration: +10% all Changes damage: +9% arcane Spell save: +3 (+1 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed swords. |
stralite longsword of enduring (35-49 power, 5 apr) stralite longsword of enduring (35-49 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Wil / +9 Con Maximum life: +57.00 Sharp, long, and deadly. |
steel mace 'Beterin' (11.5-16.1 power, 10 apr) steel mace 'Beterin' (11.5-16.1 power, 10 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 29 * 25% chance for lightning to strike from the target to a second target dealing 105 damage Damage Shield penetration (this weapon only): +12% Damage (Melee): +7 blight When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Damage when hit (Melee): 2 physical Maximum stamina: +30.00 Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
linen cloak 'Woeguile' (1 def, 0 armour) linen cloak 'Woeguile' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce damage dealt by 21% Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +5% darkness Changes damage: +3% temporal Spell save: +6 (+3 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arumas the Smearmight (0 def, 3 armour) Arumas the Smearmight (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 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 52% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% nature / +3% lightning Changes damage: +9% nature Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour (4 def, 8 armour)radiant stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +18% blight / +10% darkness Light radius: +2 A suit of armour made of mail. |
cured leather armour 'Xubeth' (16 def, 4 armour) cured leather armour 'Xubeth' (16 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +16 (+5 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 acid Changes stats: +4 Str / +10 Dex Changes resistances: +18% lightning / +12% nature / +12% acid Physical save: +10 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
drakeskin leather armour of alacrity (20 def, 8 armour) drakeskin leather armour of alacrity (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
90 alchemist agate 90 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 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. |
Dimcast DimcastInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +3 Dex / +5 Wil Changes resistances: +9% darkness Critical mult.: +16.00% Only die when reaching: -80.00 life Maximum stamina: +20.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused 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 (+2 eff.) 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 10 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing yew totem of healing [power 266] (15 cooldown) cleansing yew totem of healing [power 266] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 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. |
quartz quartz0.00 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azimonius the Skeleton Adventurer level 20
10th Dusk 122nd year of Ascendancy at 05:28 see stats
By Azimonius the Skeleton Adventurer level 10
7th Mirth 122nd year of Ascendancy at 23:58 see stats
By Azimonius the Skeleton Adventurer level 20
9th Dusk 122nd year of Ascendancy at 21:37 see stats
By Azimonius the Skeleton Adventurer level 21
22nd Dusk 122nd year of Ascendancy at 08:55 see stats
By Azimonius the Skeleton Adventurer level 11
1st Flare 122nd year of Ascendancy at 02:08 see stats
By Azimonius the Skeleton Adventurer level 23
49th Dusk 122nd year of Ascendancy at 14:33 see stats
By Azimonius the Skeleton Adventurer level 21
14th Dusk 122nd year of Ascendancy at 07:13 see stats
By Azimonius the Skeleton Adventurer level 22
40th Dusk 122nd year of Ascendancy at 06:09 see stats
By Azimonius the Skeleton Adventurer level 14
5th Flare 122nd year of Ascendancy at 09:48 see stats
Log
Edridin the shalore has temporarily forgotten Noggin Knocker for 3 turns!
Edridin the shalore cleverly deflects the attack with his shield!
Edridin the shalore repels an attack from Azimonius.
Talent Arcane Vortex is ready to use.
Lbteod the halfling converts some damage to Psi!
Ruin hits Azimonius for 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [29 healing].
Azimonius's Beyond the Flesh hits Edridin the shalore for 95 physical, 36 light, 41 darkness, 5 temporal, 3 lightning, 15 fire, 9 acid, 11 light, 14 darkness, 26 light, 15 blight (270 total damage).
Azimonius's Beyond the Flesh hits Lbteod the halfling for 2 to psi, 2 light (4 total damage).
Azimonius hits Edridin the shalore for 33 arcane, 5 temporal, 3 lightning, 15 fire, 9 acid, 11 light, 14 darkness, 26 light, 15 blight, 36 arcane, 5 temporal, 3 lightning, 15 fire, 9 acid, 11 light, 14 darkness, 26 light, 15 blight, 34 blight, 5 temporal, 3 lightning, 15 fire, 9 acid, 11 light, 14 darkness, 26 light, 15 blight (398 total damage).
Azimonius hits Lbteod the halfling for 2 to psi, 2 light, 2 to psi, 2 light, 2 to psi, 2 light (12 total damage).
Edridin the shalore is dazed!
Lbteod the halfling uses Mind Sear.
Lbteod the halfling's mind surges with critical power!
Edridin the shalore is not dazed anymore.
You collect a new ingredient: hummerhorn wing (34).
You feel a surge of power as a powerful creature falls nearby.
Lbteod the halfling hits Edridin the shalore for 398 mind damage.
Lbteod the halfling hits Azimonius for 452 mind damage.
Lbteod the halfling converts some damage to Psi!
Azimonius's arcane area effect hits Lbteod the halfling for 25 to psi, 17 arcane (42 total damage).
Talent Re-assemble is ready to use.
Lbteod the halfling uses Nightmare.
Azimonius is lost in a nightmare.
You can not use objects while sleeping!
You can not use objects while sleeping!
You are asleep and unable to move!
Azimonius retunes the fabric of spacetime.
Lbteod the halfling converts some damage to Psi!
Azimonius's arcane area effect hits Lbteod the halfling for 25 to psi, 17 arcane (42 total damage).