











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 | Cornac |
| Class | Marauder |
| Level / Exp | 34 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Lisewe the ghoul at level 19 on the 2nd Haze 122nd year of Ascendancy at 21:05 3 / 3Killed by luminous horror at level 26 on the 5th Regrowth 123rd year of Ascendancy at 00:56 Killed by treant at level 34 on the 20th Haze 123rd year of Ascendancy at 15:10 |
Primary Stats
| Strength | 65 (base 40) |
| Dexterity | 69 (base 41) |
| Constitution | 65 (base 52) |
| Magic | 28 (base 10) |
| Willpower | 67 (base 33) |
| Cunning | 55 (base 33) |
Resources
| Life | 1062/1062 |
| Stamina | 380/380 |
| Healing Factor | 1.3541355335886 |
| Regeneration | 111.70363828568 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | -53% |
| Spell | -12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 10 |
| See Stealth | 84.021384758911 |
| See Invisible | 81.021384758911 |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 71 |
| Crit Chance | 27% |
| APR | 42 |
| Speed | 1.14 |
Offense: Offhand
| Damage | 110 |
| Accuracy | 71 |
| Crit Chance | 25% |
| APR | 42 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 7.25 |
| Crit Chance | 14% |
| Speed | 1.1363636363636 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 14% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +34% |
| Temporal | +21% |
| Nature | +21% |
| Acid | +27% |
| All | +6% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +20% |
| Arcane | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (73.607947236566%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 55 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 31%( 70%) |
| All | + 29%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 56%( 70%) |
| Physical | + 34%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Stun Resistance | 53% |
| Instadeath Resistance | 100% |
| Blind Resistance | 48% |
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 369 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 110 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| 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 |
| beneficial effect | Increases defense by 25. Mobile Defense |
| beneficial effect | A flow of life spins around the target, regenerating 73.80 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 31 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by bandit. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 7 of Dreadfell) | 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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of hardened leather boots of evasion (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 2.6 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Blindness immunity: +28% Confusion immunity: +15% Light radius: +8 See stealth: +9 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 6.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 42 power out of 60/60) : Effective talent level: 1.0 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | Belywyn the Voidwyrd (10 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +2 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +3 Dex / +2 Con Changes resistances penetration: +20% darkness Only die when reaching: -80.00 life Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 14 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | gold lapis lazuli ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +6% blight / +26% light / +30% nature Changes resistances penetration: +15% blight Changes damage: +15% nature / +15% darkness / +13% light Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +16 (+5 eff.) Confusion immunity: +38% Rings make your fingers look great! |
| On fingers | gold opal ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Damage (Melee): 25 light Damage (Ranged): 16 light Damage when hit (Melee): 2 acid Changes stats: +2 Str / +2 Dex / +5 Mag / +9 Wil / +2 Cun / +2 Con Changes resistances: +5% arcane / +12% acid Changes damage: +15% acid / +15% light / +6% all Mental save: +14 (+4 eff.) Spellpower: +10 (+1 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | voratun dagger 'Dairomnir' (39-50 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +13 darkness Damage (radius 1) on hit: +8 physical Damage against: +13% Living / +20% Unnatural When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+4 eff.) Armour: +2 Changes stats: +15 Str / +6 Dex / +9 Mag / +13 Wil / +8 Cun / +6 Con Spell save: +6 (+2 eff.) Sharp, short and deadly. |
| Around waist | Xanassra the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +21 (+4 eff.) Changes resistances: +3% cold Changes resistances penetration: +10% arcane Physical save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +20% A belt that goes around your waist. |
| In off hand | stralite dagger of disruption (30-39 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +9% Unnatural Sharp, short and deadly. |
| Cloak | enveloping cashmere cloak of the hunter (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +8 (+2 eff.) Fatigue: -4% Physical save: +11 (+4 eff.) Maximum life: +61.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Issonik the reinforced leather armour (23 def, 19 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +19 Defense: +23 (+5 eff.) Fatigue: +8% Changes stats: +7 Dex / +4 Mag / +2 Wil / +12 Cun Changes resistances: +23% temporal Changes damage: +6% acid Mental save: +18 (+6 eff.) A suit of armour made of leather. |
Inventory
movement infusion of the titan (speed 678%; cd 9)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 darkness, 4 cold 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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 240 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (418.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell Description: Inflicts 505.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
vitalizing gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Changes stats: +4 Con Critical mult.: +13.00% Physical save: +7 (+3 eff.) Life regen: +3.00 Maximum life: +49.00 Amulets make your neck look great! |
gold lapis lazuli ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +8% nature / +7% blight Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Poison immunity: +16% Disease immunity: +10% Rings make your fingers look great! |
Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 65% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 100% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 692 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
enveloping cashmere cloak of backstabbing (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Defense: +10 (+2 eff.) Critical mult.: +16.00% Stealth bonus: +6 Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
impenetrable steel mail armour of the deep (2 def, 13 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +8% cold Allows you to breathe in: water A suit of armour made of mail. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 56 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +14.00% Mental save: +8 (+2 eff.) Light radius: +4 See stealth: +11 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (2/2)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 140 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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 13 power out of 35/35) : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged elven-wood totem of healing [power 494] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 494 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Against all odds
Killed Ukruk in the ambush.By MadAxe the Cornac Marauder level 34
34th Dusk 123rd year of Ascendancy at 18:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By MadAxe the Cornac Marauder level 15
37th Dusk 122nd year of Ascendancy at 02:30 see stats
Earth Master
Killed Harkor'Zun.By MadAxe the Cornac Marauder level 15
41st Dusk 122nd year of Ascendancy at 14:47 see stats
Exterminator
Killed 1000 creatures.By MadAxe the Cornac Marauder level 18
66th Dusk 122nd year of Ascendancy at 11:21 see stats
Fear me not!
Survived the Fearscape!By MadAxe the Cornac Marauder level 27
5th Regrowth 123rd year of Ascendancy at 04:50 see stats
Level 10
Got a character to level 10.By MadAxe the Cornac Marauder level 10
6th Mirth 122nd year of Ascendancy at 03:50 see stats
Level 20
Got a character to level 20.By MadAxe the Cornac Marauder level 20
25th Haze 122nd year of Ascendancy at 05:24 see stats
Level 30
Got a character to level 30.By MadAxe the Cornac Marauder level 30
11st Pyre 123rd year of Ascendancy at 10:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By MadAxe the Cornac Marauder level 27
27th Regrowth 123rd year of Ascendancy at 05:56 see stats
Size matters
Did over 600 damage in one attack.By MadAxe the Cornac Marauder level 24
75th Haze 122nd year of Ascendancy at 03:57 see stats
That was close
Killed your target while having only 1 life left.By MadAxe the Cornac Marauder level 26
5th Regrowth 123rd year of Ascendancy at 00:55 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By MadAxe the Cornac Marauder level 26
4th Regrowth 123rd year of Ascendancy at 19:43 see stats
The secret city
Discovered the truth about mages.By MadAxe the Cornac Marauder level 23
58th Haze 122nd year of Ascendancy at 08:26 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By MadAxe the Cornac Marauder level 26
4th Regrowth 123rd year of Ascendancy at 07:43 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By MadAxe the Cornac Marauder level 27
62nd Regrowth 123rd year of Ascendancy at 05:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By MadAxe the Cornac Marauder level 17
51st Dusk 122nd year of Ascendancy at 02:07 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By MadAxe the Cornac Marauder level 33
34th Dusk 123rd year of Ascendancy at 00:22 see stats
Log
MadAxe is poisoned!
MadAxe is infused with stone poison!
MadAxe's magic has been disrupted.
Something misses MadAxe.
Something performs a melee critical strike against MadAxe!
Something misses MadAxe.
Something misses MadAxe.
Something misses MadAxe.
Something performs a melee critical strike against MadAxe!
Something misses MadAxe.
Something hits MadAxe for (29 parried), (10 flat reduction), 72 physical, (7 flat reduction), 0 darkness, (10 flat reduction), 1 light, (3 flat reduction), 0 physical, (29 parried), (10 flat reduction), 39 physical, (10 flat reduction), 1 light, (10 flat reduction), 76 physical, (7 flat reduction), 0 darkness, (10 flat reduction), 1 light, (3 flat reduction), 0 physical, (10 flat reduction), 91 physical, (7 flat reduction), 0 darkness, (10 flat reduction), 1 light, (3 flat reduction), 0 physical, (10 flat reduction), 82 physical, (10 flat reduction), 1 light (368 total damage).
Something hits MadAxe for (10 flat reduction), 48 physical, (10 flat reduction), 1 light, (10 flat reduction), 121 physical, (7 flat reduction), 0 darkness, (10 flat reduction), 1 light, (3 flat reduction), 0 physical (172 total damage).
MadAxe resists the stunning blow!
Something performs a melee critical strike against MadAxe!
MadAxe is stunned!
Something hits MadAxe for (10 flat reduction), 68 physical (69 total damage).
Something hits MadAxe for (10 flat reduction), 90 physical (91 total damage).
MadAxe the level 34 cornac marauder was sliced to death by a treant on level 1 of Ambush!.
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.
Something killed MadAxe!
MadAxe uses Infusion: Regeneration.
MadAxe starts regenerating health quickly.
Saving game...
Talent Venomous Throw is ready to use.
Talent Fan of Knives is ready to use.
Talent Whirlwind is ready to use.
Saving done.


















































































