










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Items Vault 1.7.6Donators/Buyers bonus! Rare Monsters 1.7.6Sets rarity to nil for dreaming horror, giant netherworm, and luminous horror. (Unfortunately I don't think this actually has the intended effect of preventing these monsters from spawning. If anyone knows a better way, let me know in the comments.) Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Damblis Race 1.7.6Adds the Damblis, a race of humans developed during the Age of Allure, though not as well known as the Higher. During the heights of human and halfing power, many nobles sought entertainments of all variety: comical, martial... sensual. One particualr noble house began to curate beauty and charisma among their subjects, using any means they could, leading to the creation of the Damblis humans. While the details of the process that led to their refinement are unknown, the results were unquestionable: a breed of humans possessing unmatched beauty and charm, able to beguile any who so much as looked upon them. Some say their allure goes beyond mere physical beauty and swear they entrance others by caressing their inner thoughts with mental powers beyond understanding. 1. Dressed to Kill: Once per turn when an enemy sees you they must save against your mindpower or suffer mind damage. The damage can not be reduced by mental save and can be a mental critical hit. Your mindpower for this check is boosted based on your equipped rings, necklace, and belt. Enemies of rank Normal and lower will simply die instead of taking damage. 2. Stunning Looks: Enemies within a cone with a radius equal to your vision range must make a physical save against your mindpower or become stunned for several turns. 3. Irresistible: Enemies who can see you but are not adjacent to you suffer from a stacking affliction which reduces their saves, defense, and resistance to all damage. 4. Take it Off: All enemies who can see you when you sustain this talent will suffer from talent failure chance so long as they can still see you and you continue to sustain the talent. Requires a belt. Full details on the forum page. Generous Levels Kobblin Version 1.7.6Original addon by Chaotic_Heretic, I just changed some values and lowered prodigy requirements. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Damblis |
| Class | Weaver |
| Level / Exp | 19 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Xerissra the armoured skeleton warrior at level 15 on the 34th Dusk 122nd year of Ascendancy at 07:33 3 / 2Killed by Porutira the lich at level 19 on the 32nd Haze 122nd year of Ascendancy at 18:51 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 40 (base 17) |
| Constitution | 53 (base 30) |
| Magic | 17 (base 11) |
| Willpower | 62 (base 42) |
| Cunning | 36 (base 25) |
Resources
| Life | 874/874 |
| Cocoonwsh | 0/3 |
| Stamina | 284/284 |
| Equilibrium | 0 |
| Healing Factor | 1.52457841929 |
| Regeneration | 22.560837481673 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +117.89928018592% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 72.610484608494 |
| See Invisible | 71.610484608494 |
Offense: Barehand
| Damage | 66 |
| Accuracy | 59 |
| Crit Chance | 14% |
| APR | 21 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 12 (57.718496631565%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 23 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 15%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 23%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
| Pinning Resistance | 20% |
| Poison Resistance | 12% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Chitin | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Threads and webs | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Dance of the weaver | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Weaver anatomy | 1.50 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Race / Damblis | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 17. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by greater shivgoroth. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. 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 honey tree root. * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +3 (+1 eff.) Movement speed: +25% A pair of boots made of leather. |
| Quiver | Snowwill the pouch of dwarven-steel shots (18/18, 32-38 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 10 arcane resource burn Damage (Ranged): +19 lightning / +20 cold Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
| On hands | Stormswift (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage when hit (Melee): 2 arcane / 2 lightning Changes resistances: +9% fire Changes resistances penetration: +10% arcane / +5% fire Changes damage: +6% lightning Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 80% Wil, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Toduvon (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +3% temporal / +6% cold Changes damage: +6% mind Allows you to breathe in: water Stun/Freeze immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
| Tool | extending elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel opal ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +8 (+3 eff.) Changes stats: +2 Str / +2 Dex / +7 Mag / +7 Wil / +2 Cun / +2 Con Spellpower: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. 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 143% 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. Rings make your fingers look great! |
| On fingers | treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes resistances: +6% nature / +5% blight Poison immunity: +12% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. 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 143% 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. Rings make your fingers look great! |
| Around neck | stabilizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
| Main armor | troll-hide cured leather armour of Eyal (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +6.90 Maximum life: +69.00 Healing mod.: +23% A suit of armour made of leather. |
| Light source | nightwalker's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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. |
| Cloak | linen cloak 'Zeraleg' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +2% physical / +3% light / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion of the sneak (speed 549%; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
This item will automatically be transmogrified when you leave the level.gold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
steel amulet of mastery (0.15 Wild-gift / Chitin)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.15 Wild-gift / Chitin Amulets make your neck look great! |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel greatmaul 'Cracklequarry' (26-39 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 When wielded/worn: Damage when hit (Melee): 6 blight / 6 darkness Changes resistances: +6% lightning Changes damage: +9% lightning / +12% blight Massive two-handed mauls. |
Fuledir (14-23 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 23% Damage (radius 2) on crit: +9 acid / +13 nature When wielded/worn: Armour penetration: +10 Changes stats: +2 Con Changes resistances penetration: +9% acid / +10% nature Maximum stamina: +30.00 Infravision radius: +3 See invisible: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword 'Frigidnigh' (21-29 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 acid Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Cun / +3 Mag Changes damage: +9% acid Disarm immunity: +20% See invisible: +3 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.flaming steel mace of massacre (20-28 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted vined mindstar (4-4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.yew magestaff 'Blackspire' (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Changes resistances penetration: +10% darkness Changes damage: +9% lightning / +9% fire / +20% arcane / +15% darkness Talent granted: +1 Command Staff Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area and deals 67.14 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.Arema the Flashpyre (0 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +8 Changes stats: +4 Dex Changes resistances: +15% lightning / +6% light / +11% all Changes damage: +10% lightning / +6% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Arona' (0 def, 12 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% acid Poison immunity: +20% Confusion immunity: +20% Only die when reaching: -80.00 life Infravision radius: +1 A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 80% Wil, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 95.32 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Deepsglean' (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Armour: +6 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +4 Dex Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Arewen' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Con Changes resistances: +15% acid / +6% mind Maximum stamina: +20.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +13% blight / +14% darkness Light radius: +1 A suit of armour made of mail. |
troll-hide hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +4.40 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Flashserpent the steel shield (0 def, 4 armour, 15-18 power, 37 block) Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Con Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +16 temporal When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +3% temporal Talent granted: +1 Block Maximum life: +46.00 Light radius: +1 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.deadly quiver of ash arrows of wind (22/22, 29-41 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 29.5 - 41.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 113 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
76 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
This item will automatically be transmogrified when you leave the level.Radhyruirand the dwarven-steel pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Fatigue: -5% Damage when hit (Melee): 4 physical Changes stats: +6 Str Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Physical save: +12 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(118 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
This item will automatically be transmogrified when you leave the level.Noonstalker the pouch of steel shots (19/19, 26-31 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 20 arcane resource burn Damage (Ranged): +8 light Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +20 light Shots are used with slings to pummel your foes to death. |
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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By weevill the Damblis Weaver level 17
5th Haze 122nd year of Ascendancy at 00:39 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By weevill the Damblis Weaver level 14
25th Dusk 122nd year of Ascendancy at 18:26 see stats
Exterminator
Killed 1000 creatures.By weevill the Damblis Weaver level 19
32nd Haze 122nd year of Ascendancy at 17:24 see stats
Level 10
Got a character to level 10.By weevill the Damblis Weaver level 10
3rd Mirth 122nd year of Ascendancy at 07:03 see stats
The secret city
Discovered the truth about mages.By weevill the Damblis Weaver level 16
45th Dusk 122nd year of Ascendancy at 11:12 see stats
Log
weevill hits Porutira the lich for (5 absorbed), 0 mind (0 total damage).
weevill hits Emelitta the hummerhorn for 16 physical damage.
Melee retaliation hits weevill for 3 lightning damage.
Emelitta the hummerhorn hits weevill for 75 physical, 6 lightning (82 total damage).
Melee retaliation hits Emelitta the hummerhorn for 0 lightning, 17 physical, 0 arcane (20 total damage).
Porutira the lich's creeping dark strikes weevill in the darkness (+35% damage).
Porutira the lich's creeping dark hits weevill for 39 darkness damage.
weevill hits Emelitta the hummerhorn for 15 physical damage.
Melee retaliation hits weevill for 3 lightning damage.
Porutira the lich's creeping dark hits weevill for 22 darkness damage.
Talent Six Moves to Kill is ready to use.
Talent Shed is ready to use.
Talent Nature's Touch is ready to use.
Porutira the lich casts Freeze.
Porutira the lich's spell attains critical power!
Porutira the lich strikes weevill in the darkness (+35% damage).
Porutira the lich hits weevill for 337 cold damage.
Crippling Poison from Emelitta the hummerhorn hits weevill for 4 nature damage.
Poison from Emelitta the hummerhorn hits weevill for 23 nature damage.
weevill hits Emelitta the hummerhorn for 19 mind damage.
weevill hits Porutira the lich for (5 absorbed), 0 mind (0 total damage).
weevill the level 19 damblis weaver was iced to death by Porutira the lich on level 1 of Ruined Dungeon.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Poison from Emelitta the hummerhorn killed weevill!
Saving game...
Saving done.

























































