












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 20 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by patchwork troll at level 11 on the 10th Dusk 122nd year of Ascendancy at 02:37 0 / 6Killed by patchwork troll at level 11 on the 10th Dusk 122nd year of Ascendancy at 03:42 Killed by Ivylessra the elven tempest at level 11 on the 17th Dusk 122nd year of Ascendancy at 09:55 Killed by Ivirialaith the storm drake hatchling at level 12 on the 18th Dusk 122nd year of Ascendancy at 09:27 Killed by Matri the giant at level 19 on the 38th Haze 122nd year of Ascendancy at 00:04 Killed by Gunsnake at level 20 on the 40th Haze 122nd year of Ascendancy at 19:43 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 46 (base 24) |
| Constitution | 30 (base 22) |
| Magic | 40 (base 30) |
| Willpower | 30 (base 13) |
| Cunning | 41 (base 30) |
Resources
| Life | -294/574 |
| Mana | 9/314 |
| Stamina | 12/207 |
| Healing Factor | 1.1592147729954 |
| Regeneration | 0.28980369324885 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 10 |
| See Stealth | 60.709119195249 |
| See Invisible | 50.709119195249 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 55 |
| Crit Chance | 21% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 55 |
| Crit Chance | 26% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 16% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Cold | +3% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (44.574340358689%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Physical | + 1%( 70%) |
| Acid | + 6%( 70%) |
| Light | + 3%( 70%) |
| Nature | + 13%( 70%) |
| Cold | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 30% |
| Bleed Resistance | 100% |
| Confusion Resistance | 53% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 282 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 89 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
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 failed to protect the injured seer from death by Nerylle the blue crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the worried loremaster from death by rattlesnake. Escort: worried loremaster (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Ulfozor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +5 Dex / +7 Lck Reduces incoming crit damage: 5.00% Stealth bonus: +6 Mental save: +6 (+3 eff.) Silence immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
| Light source | EbonydeathCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% acid Changes resistances penetration: +15% darkness Blindness immunity: +22% Poison immunity: +10% Confusion immunity: +13% Only die when reaching: -40.00 life Light radius: +7 See stealth: +6 See invisible: +6 It can be used to activate talent Track, 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 Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. 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. |
| On head | Aerura the linen wizard hat (16 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +16 (+4 eff.) Changes stats: +2 Wil Changes resistances: +1% physical Physical save: +5 (+3 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
| 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 | Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 8/9) : Effective talent level: 2.0 Power cost: 9 out of 8/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 121.41 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Yarimathel the RaintrailPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Changes stats: +4 Wil Changes resistances: +3% cold Changes damage: +3% cold Blindness immunity: +24% Stamina each turn: +1.00 Mana when firing critical spell: +1.00 Infravision radius: +3 See stealth: +7 See invisible: +8 Rings make your fingers look great! |
| On fingers | Brightgash the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 12 light Changes stats: +3 Cun / +5 Mag Changes resistances: +5% arcane / +3% light Changes resistances penetration: +20% light Changes damage: +10% light Blindness immunity: +21% Spellpower: +7 (+2 eff.) Light radius: +1 Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
| Around neck | MalykorInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +22 (+5 eff.) Changes stats: +12 Lck / +3 Wil Changes resistances: +3% acid / +3% mind / +3% nature Silence immunity: +10% Reduce all damage from unseen attackers: 23% Amulets make your neck look great! |
| In main hand | Unerring Scalpel (15-20 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: 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 (+6 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. |
| 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 | enhanced steel dagger (12-15 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +6 Dex / +5 Mag / +4 Wil / +4 Cun / +4 Con Sharp, short and deadly. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.20 Cunning / Stealth Blindness immunity: +40% Confusion immunity: +40% Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
BranyredirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% lightning / +12% cold Physical save: +3 (+2 eff.) Pinning immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
GunylinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +3% light / +9% fire Talent mastery: +0.15 Spell / Phantasm Disease immunity: +20% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
savior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
Layeta (18-23 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Damage (radius 1) on hit: +5 fire When wielded/worn: Changes stats: +3 Mag Changes damage: +12% arcane Sharp, short and deadly. |
Yarahek the Healimmortal (10-12 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 1) on hit: +12 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 2 cold Changes resistances: +3% light / +6% fire Sharp, short and deadly. |
arcing iron dagger of amnesia (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 69 damage Sharp, short and deadly. |
balanced stralite dagger of massacre (34-45 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 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: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+2 eff.) Disarm immunity: +22% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of erosion (10-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature Sharp, short and deadly. |
stormbringer's iron dagger (10-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +6 lightning / +5 cold When wielded/worn: Changes resistances penetration: +5% lightning / +5% cold Movement speed: +21% Sharp, short and deadly. |
iron longsword 'Demontooth' (11-15 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes damage: +15% darkness Disarm immunity: +22% Sharp, long, and deadly. |
iron longsword 'Smearedge' (12-16 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +3 Cun Critical mult.: +10.00% Disarm immunity: +22% Sharp, long, and deadly. |
steel waraxe 'Duredemas' (20-27 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 nature / +8 mind When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mental crit. chance: +2% One-handed war axes. |
FrigidrazorPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +22 (+5 eff.) Changes stats: +1 Cun Changes damage: +6% cold Critical mult.: +15.00% Stealth bonus: +13 Life regen: +1.90 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Healing mod.: +27% It can be used to create a temporary shield that absorbs 260 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Bleakbreeze (31 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +31 (+8 eff.) Fatigue: -3% Changes resistances: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethoritha (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +4 Dex / +6 Lck Changes resistances: +3% mind Stealth bonus: +6 Physical save: +3 (+2 eff.) Poison immunity: +10% Maximum stamina: +20.00 A pair of boots made of leather. |
Brenirim the pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Dex / +1 Wil / +1 Con Changes damage: +3% mind Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +1.00 Infravision radius: +2 A pair of boots made of leather. |
Glewyn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Changes resistances: +3% blight / +9% fire / +15% lightning Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Strikespike (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +6% nature Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +12% mind Infravision radius: +2 A pair of boots made of leather. |
Xevea (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Lck / +4 Dex Stealth bonus: +5 Poison immunity: +20% Life regen: +2.00 Maximum life: +20.00 Healing mod.: +10% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +3 Dex 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. |
Adoda the Glimmerjustice (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +2 (+0 eff.) Changes stats: +3 Dex Changes resistances: +19% lightning / +6% light Changes resistances penetration: +5% mind Changes damage: +13% lightning / +15% light Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Drirethel (5 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 4 mind Changes stats: +4 Str / +4 Dex Changes resistances penetration: +5% acid Physical save: +5 (+3 eff.) A suit of armour made of leather. |
Gunedunaran (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +5% arcane / +10% light / +11% darkness Changes resistances penetration: +20% arcane A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
5 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. |
361 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. |
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. |
5 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. |
4 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of mindblast 'Aeryvor' [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Changes resistances: +3% blight Changes damage: +15% blight It can be used to blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration 'Cyrura' [power 260] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Maximum wards: +4 lightning / +3 mind / +3 darkness / +3 arcane Changes resistances penetration: +15% blight Talent granted: +1 Ward It can be used to fire a magical bolt dealing 260 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By The Rattler the Skeleton Shadowblade level 20
40th Haze 122nd year of Ascendancy at 15:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By The Rattler the Skeleton Shadowblade level 10
9th Dusk 122nd year of Ascendancy at 10:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By The Rattler the Skeleton Shadowblade level 20
39th Haze 122nd year of Ascendancy at 00:08 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By The Rattler the Skeleton Shadowblade level 9
8th Dusk 122nd year of Ascendancy at 22:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By The Rattler the Skeleton Shadowblade level 11
10th Dusk 122nd year of Ascendancy at 19:26 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By The Rattler the Skeleton Shadowblade level 14
27th Dusk 122nd year of Ascendancy at 19:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By The Rattler the Skeleton Shadowblade level 16
36th Dusk 122nd year of Ascendancy at 13:29 see stats
Log
Gunsnake's Shoot misses The Rattler.
Gunsnake's Shoot misses The Rattler.
Gunsnake is not dazed anymore.
The Rattler hits Gunsnake for (28 flat reduction), 33 physical, (12 flat reduction), 0 light, (28 flat reduction), 11 darkness, (22 flat reduction), 0 physical, (12 flat reduction), 0 light, (28 flat reduction), 11 darkness (56 total damage).
Gunsnake uses Startling Shot.
Gunsnake misses his shot.
Talent Re-assemble is ready to use.
The Rattler hits Gunsnake for (28 flat reduction), 18 physical, (10 flat reduction), 0 light, (28 flat reduction), 6 darkness, (24 flat reduction), 0 physical, (10 flat reduction), 0 light, (28 flat reduction), 6 darkness (30 total damage).
Gunsnake uses Uncanny Reload.
Gunsnake is focuses on firing.
Gunsnake shoots!
Gunsnake's Shoot misses The Rattler.
Gunsnake's Shoot misses The Rattler.
The Rattler uses Dual Strike.
The Rattler misses Gunsnake.
Evasive Shots fires a retaliatory shot at The Rattler!
Gunsnake's Evasive Shots performs a ranged critical strike against The Rattler!
Your shield crumbles under the damage!
The shield around The Rattler crumbles.
The Rattler's spell attains critical power!
The Rattler's fades into the shadows.
The Rattler is knocked back!
Gunsnake's Evasive Shots hits The Rattler for (282 absorbed), 541 physical (541 total damage).
Phantasmal Shield hits Gunsnake for (28 flat reduction), 48 light (48 total damage).
Phantasmal Shield hits Anaconda for 104 light damage.
Phantasmal Shield hits Rattlesnake for 89 light damage.
The Rattler the level 20 skeleton shadowblade was sliced to death by Gunsnake on level 4 of Old Forest.


































































































