











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Frost Invoker 1.6.7Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Dance of the Edge 1.6.7Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Class: Fallen 1.6.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Blade Dancer |
| Level / Exp | 26 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Erreayl the human at level 18 on the 39th Dusk 122nd year of Ascendancy at 04:19 0 / 7Killed by snow giant thunderer at level 22 on the 4th Haze 122nd year of Ascendancy at 01:05 Killed by Chronolith Clone at level 24 on the 6th Haze 122nd year of Ascendancy at 05:53 Killed by worm that walks at level 24 on the 12nd Haze 122nd year of Ascendancy at 20:41 Killed by Animated ethereal yew vilestaff of greater warding at level 25 on the 13rd Haze 122nd year of Ascendancy at 20:00 Killed by Poltergeist Kinetic Focus at level 25 on the 14th Haze 122nd year of Ascendancy at 00:41 Killed by elven cultist at level 26 on the 21st Haze 122nd year of Ascendancy at 02:39 |
Primary Stats
| Strength | 71.41351920017 (base 27) |
| Dexterity | 78.042949220133 (base 30) |
| Constitution | 11.532630941894 (base 16) |
| Magic | 14 (base 10) |
| Willpower | 64 (base 34) |
| Cunning | 42 (base 34) |
Resources
| Life | -105/663 |
| Stamina | 256/256 |
| Healing Factor | 1.1126640946089 |
| Regeneration | 69.887759253085 |
Speed
| Mental | +31.973504241663% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +101% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 60.168461712925 |
| See Invisible | 60.168461712925 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 67 |
| Crit Chance | 30% |
| APR | 17 |
| Speed | 0.76 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 67 |
| Crit Chance | 40% |
| APR | 17 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Light | +19% |
| Nature | +5% |
| Physical | +5% |
| Cold | +25% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 10 (70.376569037657%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 24 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Light | + 43%( 70%) |
| Nature | + 34%( 70%) |
| Darkness | + 20%( 70%) |
| Cold | + 47%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 7% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Dance of Eyal | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Dance of the Mountain | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dance of the Torrent | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Dance of the Storm | 1.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dance of the Moons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dance of the Leaf | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Flow | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Insidious Poison |
| talent | Dance of the Torrent |
| talent | Dance of the Storm |
| talent | Eyal's Reprisal |
| talent | Apply Poison |
| talent | Crippling Poison |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 28.17 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 436 HP on the iceblock remaining. Frozen |
| beneficial effect | Increases defense by 25. Mobile Defense |
| detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 40.72 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 60.56 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 0% chance to deflect up to 27 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Eilinuta the large white snake. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of The Proving Ground. Escort: repented thief (level 1 of The Proving Ground)As a reward you improved Dexterity by +5. | done |
You must fulfil your Master's final request and put an end to the renegade Blade Dancers who are misusing the Dance. Fivefold Redemption* You have defeated Zerrif the Leafdancer. * You have defeated Ehren the Rockdancer. * You have defeated Flit the Stormdancer. * Tarvis the Riverdancer lurks somewhere out there. * Ansa the Moondancer lurks somewhere out there. | active |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Make your way across the Proving Grounds to show your worthiness as a Blade Dancer. Prove Yourself!* You reached the far side of the Proving Grounds, where you were forced to fight your Master to the death. | 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 86. | 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 orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
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! | 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 |
Equipment
| On feet | miner's pair of rough leather boots of tirelessness (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. |
| Light source | 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.(121 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 57.52 to 172.56 lightning damage (115.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.43 cold and 17.16 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Blazehunter the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% darkness Changes damage: +9% light Mental save: +6 (+2 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Rings can have magical properties. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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 | Dancing Sword (16-22.4 power, 10 apr)Requires: - Strength 0 - Dexterity 0 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 16.0 - 22.4 Uses stats: 40% Wil, 60% Str, 40% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+0 eff.) Changes stats: +2 Str / +2 Dex / +2 Wil Changes damage: +5% physical Disarm immunity: +7% A well-balanced blade, in good shape - although apparently quite old. You sense that there is a great power lying dormant inside the weapon. If you listen closely, you imagine you can hear a voice whispering of regret, betrayal, and redemption. Perhaps you can free the power inside this blade? |
| 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. |
| In off hand | Edge of the Storm (30-39 power, 10 apr) Edge of the Storm (30-39 power, 10 apr)Requires: - Dexterity 0 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.0 - 39.0 Uses stats: 60% Wil, 40% Str, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * Creates a vortex, destroying any projectiles within range 5. Damage (Melee): +20 wind When wielded/worn: Changes stats: +8 Dex / +8 Wil Changes resistances: +10% lightning Changes damage: +20% lightning Talent mastery: +0.10 Technique / Dance of the Storm The air surrounding this dagger is never still, but swirls in eddies all around it. |
| Cloak | cashmere cloak 'Brandwend' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +2 (+0 eff.) Changes stats: +3 Dex / +1 Con Changes resistances penetration: +15% fire Critical mult.: +5.00% Only die when reaching: -60.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of the hero (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +6 Dex / +4 Mag / +4 Wil / +4 Cun Maximum life: +30.00 A suit of armour made of leather. |
Inventory
Rune of the Rift (406.00 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 (100% of a turn) Is: a spell Description: Inflicts 406.00 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. |
wizard's steel ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite greatsword of rage (48.5-77.6 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +3 Str Changes damage: +10% physical Massive two-handed swords. |
iron longsword (12-16.8 power, 2 apr)Requires: - Strength 0 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 0 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 0 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 100% Str 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. |
balanced iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 0 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+0 eff.) Disarm immunity: +20% One-handed war axes. |
iron waraxe of phasing (11.5-16.1 power, 8 apr)Requires: - Strength 0 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% One-handed war axes. |
Islivea the iron dagger (16.5-21.45 power, 5 apr)Requires: - Dexterity 0 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Armour: +2 Changes resistances penetration: +5% physical Maximum stamina: +10.00 Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 0 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Edge of the Mountain (26-33.8 power, 8 apr) Edge of the Mountain (26-33.8 power, 8 apr)Requires: - Dexterity 0 - Constitution 12 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 26.0 - 33.8 Uses stats: 60% Wil, 40% Str, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +20.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Str / +8 Con Changes resistances: +10% physical Changes resistances penetration: +10% physical Changes damage: +15% physical Talent mastery: +0.10 Technique / Dance of the Mountain Life regen: +1.00 Stamina each turn: +1.00 A sturdy blade with a razor-sharp edge. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+10 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+0 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+3 eff.) Confusion immunity: +35% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
enlightening rough leather armour of Eyal (3 def, 2 armour)Requires: - Strength 0 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +3 Cun / +4 Wil Mental save: +10 (+3 eff.) Life regen: +3.00 Maximum life: +24.00 Healing mod.: +12% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)Requires: - Strength 0 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
prismatic cured leather armour of temporal resistance (6 def, 4 armour)Requires: - Strength 0 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +7% Changes resistances: +16% temporal / +10% light / +10% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +10% blight / +15% cold / +13% nature A suit of armour made of mail. |
rough leather belt 'Quenchtide'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light / +9% cold Changes resistances penetration: +5% cold Changes damage: +3% cold Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
eldritch linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.80 Mana when hit: +0.80 Maximum mana: +43.00 Spellpower: +6 (+6 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Crown of Burning Pain (8 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +8 (+0 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +20% fire Changes damage: +20% fire It can be used to activate talent Meteor Rain (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 24.51 fire and 25.73 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
11 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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. |
8 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. |
15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
54 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 63 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Breadr the Cornac Blade Dancer level 20
44th Dusk 122nd year of Ascendancy at 06:15 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Breadr the Cornac Blade Dancer level 21
2nd Haze 122nd year of Ascendancy at 08:00 see stats
Exterminator
Killed 1000 creatures.By Breadr the Cornac Blade Dancer level 18
40th Dusk 122nd year of Ascendancy at 16:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Breadr the Cornac Blade Dancer level 20
44th Dusk 122nd year of Ascendancy at 04:19 see stats
Level 10
Got a character to level 10.By Breadr the Cornac Blade Dancer level 10
4th Mirth 122nd year of Ascendancy at 09:31 see stats
Level 20
Got a character to level 20.By Breadr the Cornac Blade Dancer level 20
42nd Dusk 122nd year of Ascendancy at 00:06 see stats
The Arena
Unlocked Arena mode.By Breadr the Cornac Blade Dancer level 5
77th Pyre 122nd year of Ascendancy at 03:30 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Breadr the Cornac Blade Dancer level 20
44th Dusk 122nd year of Ascendancy at 06:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Breadr the Cornac Blade Dancer level 19
41st Dusk 122nd year of Ascendancy at 03:38 see stats
Log
Xida the elven cultist casts Freeze.
Breadr is encased in ice!
Elven cultist casts Soul Rot.
Xida the elven cultist hits Breadr for 175 cold damage.
Breadr uses Infusion: Wild.
Breadr is not stunned anymore.
Breadr is cured!
Breadr lessens the pain.
Breadr uses Infusion: Regeneration.
Breadr starts regenerating health quickly.
Elven cultist's Soul Rot hits Breadr for (70 to ice), 106 blight (106 total damage).
Decrepitude Disease from Elven cultist hits Breadr for (14 to ice), 21 blight (21 total damage).
Rotting Disease from Xida the elven cultist hits Breadr for (17 to ice), 25 blight (25 total damage).
Xida the elven cultist activates his torque!
Elven cultist activates his torque!
Xida the elven cultist hits Breadr for (41 to ice), 62 mind (62 total damage).
Elven cultist hits Breadr for (48 to ice), 73 mind (73 total damage).
Breadr the level 26 cornac blade dancer was psyched to death by an elven cultist on level 1 of Dark crypt.
Breadr deactivates Dance of the Torrent.
Breadr deactivates Eyal's Reprisal.
Breadr is free from the ice.
Breadr deactivates Dance of the Storm.
Breadr feels pain again.
Breadr deactivates Crippling Poison.
Breadr deactivates Apply Poison.
Breadr stops regenerating health quickly.
Breadr is free from the rotting disease.
Breadr is free from the decrepitude disease.
Breadr deactivates Insidious Poison.












































































