











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 21 / 8% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 17 on the 26th Haze 122nd year of Ascendancy at 14:20 1 / 4Killed by faerlhing at level 18 on the 29th Haze 122nd year of Ascendancy at 14:25 Killed by faerlhing at level 18 on the 29th Haze 122nd year of Ascendancy at 15:10 Killed by faerlhing at level 18 on the 29th Haze 122nd year of Ascendancy at 15:15 |
Primary Stats
Strength | 26 (base 21) |
Dexterity | 59 (base 50) |
Constitution | 41 (base 23) |
Magic | 23 (base 11) |
Willpower | 54 (base 37) |
Cunning | 70 (base 50) |
Resources
Life | 648/648 |
Mana | 460/460 |
Stamina | 315/315 |
Vim | 180/180 |
Healing Factor | 1.4281403954778 |
Regeneration | 16.495021567768 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 10 |
See Stealth | 77.529303175622 |
See Invisible | 92.529303175622 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 88 |
Accuracy | 62 |
Crit Chance | 44% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 89 |
Accuracy | 62 |
Crit Chance | 45% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +10% |
Mind | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Darkness | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (73.607947236566%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 36 |
Mental Save | 49 |
Defense: Resistances
Darkness | + 27%( 70%) |
Light | + 49%( 70%) |
Nature | + 23%( 70%) |
Mind | + 25%( 70%) |
Cold | + 36%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 47% |
Confusion Resistance | 43% |
Silence Resistance | 23% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 12% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength 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 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Assassination | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by skeleton master archer. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Con Silence immunity: +23% Confusion immunity: +23% Stun/Freeze immunity: +20% It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() Infused 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.(111 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +8 Wil / +5 Cun Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Psi when hit: +0.08 Mindpower: +5 (+2 eff.) See invisible: +9 A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Changes stats: +3 Str / +1 Dex / +3 Mag / +3 Cun / +2 Con Changes resistances: +7% light / +5% darkness Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +12 (+4 eff.) Disarm immunity: +26% Psi when hit: +0.16 Maximum life: +48.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +9 physical Damage (radius 2) on crit: +15 light / +24 darkness It can be used to activate talent Starfall, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 43.26 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Mag / +4 Wil Changes resistances: +6% mind / +3% light Changes resistances penetration: +5% mind Changes damage: +3% mind It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 255 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused 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 4 tidal wave that expands slowly over 7 turns, dealing 17.43 cold and 15.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 43 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Lck Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 73.52 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +1 Con Changes resistances: +6% mind Maximum encumbrance: +35 Physical save: +3 (+1 eff.) Confusion immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 43.5 - 56.6 Uses stats: 50% Cun, 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% When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +21% Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +6 (+2 eff.) Changes stats: +5 Dex / +1 Wil / +2 Cun Critical mult.: +10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Critical mult.: +10.00% Life regen: +3.30 Maximum life: +38.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Strength 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. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +13% fire / +13% cold Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +24.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Physical save: +7 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% 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: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+13 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 11 power out of 14/14) : Effective talent level: 3.0 Power cost: 11 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 61.00 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.62 (up to a maximum of 30.50 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 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. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 45.07 to 56.33 physical damage (based on Willpower and Cunning) with knockback Activation costs 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +16% blight / +12% darkness Critical mult.: +11.00% Light radius: +1 A suit of armour made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +18% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +4% darkness When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Effects when hit in melee: * 18 arcane resource burn Changes resistances: +7% blight Spell save: +28 (+11 eff.) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to reduce armor by 22% * 15 arcane resource burn * 16% chance to slow global speed by 54% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +3 Mag / +5 Cun / +4 Con Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +3% all Spell save: +7 (+4 eff.) Life regen: +1.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 36 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() Infused 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +2 Str Changes resistances: +12% acid / +6% cold Changes damage: +15% acid Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 145 power out of 349/400. 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +3% light / +6% acid Changes damage: +3% darkness It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +1 Changes stats: +1 Cun / +3 Wil Infravision radius: +1 It can be used to blast the opponent's mind dealing 242 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage by 10% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused 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. |
Achievements
By Cairen the Cornac Rogue level 13
25th Dusk 122nd year of Ascendancy at 21:48 see stats
By Cairen the Cornac Rogue level 18
29th Haze 122nd year of Ascendancy at 02:18 see stats
By Cairen the Cornac Rogue level 19
47th Regrowth 123rd year of Ascendancy at 09:31 see stats
By Cairen the Cornac Rogue level 10
8th Mirth 122nd year of Ascendancy at 04:40 see stats
By Cairen the Cornac Rogue level 20
56th Regrowth 123rd year of Ascendancy at 06:51 see stats
By Cairen the Cornac Rogue level 19
10th Regrowth 123rd year of Ascendancy at 14:14 see stats
By Cairen the Cornac Rogue level 17
27th Haze 122nd year of Ascendancy at 18:46 see stats
By Cairen the Cornac Rogue level 15
2nd Haze 122nd year of Ascendancy at 14:29 see stats
By Cairen the Cornac Rogue level 16
13rd Haze 122nd year of Ascendancy at 05:04 see stats
Log
You gain 1.54 gold from the transmogrification of linen wizard hat of balance (1 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 0.58 gold from the transmogrification of steel shield of physical resistance (+11%) (0 def, 4 armour, 39 block).
You gain 0.55 gold from the transmogrification of quiver of ash arrows of accuracy (20/20, 23-32 power, 7 apr).
You gain 2.92 gold from the transmogrification of ranger's ash longbow of cold.
You gain 0.50 gold from the transmogrification of steel waraxe (12-18 power, 3 apr).
You gain 2.93 gold from the transmogrification of steel ring of tenacity.
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 59th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Saving done.
Today is the 60th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 61st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 62nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:01.
Today is the 63rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 64th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 65th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Saving game...
Saving done.