








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Adventurer |
Level / Exp | 24 / 71% |
Size | medium |
Lifes / Deaths | Killed by Velurarin the forest troll at level 6 on the 6th Mirth 122nd year of Ascendancy at 14:53 0 / 7Killed by Arovena the Guardian at level 20 on the 11st Regrowth 123rd year of Ascendancy at 12:09 Killed by ultimate telugoroth at level 21 on the 20th Regrowth 123rd year of Ascendancy at 00:42 Killed by greater telugoroth at level 21 on the 20th Regrowth 123rd year of Ascendancy at 10:35 Killed by Cyrulaith the greater telugoroth at level 21 on the 20th Regrowth 123rd year of Ascendancy at 12:12 Killed by armoured skeleton warrior at level 24 on the 40th Regrowth 123rd year of Ascendancy at 11:17 Killed by ghast at level 24 on the 42nd Regrowth 123rd year of Ascendancy at 21:27 |
Primary Stats
Strength | 46 (base 35) |
Dexterity | 26 (base 12) |
Constitution | 19 (base 12) |
Magic | 25 (base 19) |
Willpower | 57.80048602471 (base 46) |
Cunning | 43.80291614826 (base 23) |
Resources
Mana | 377/477 |
Equilibrium | 55 |
Life | -75/497 |
Stamina | 204/254 |
Soul | 11/12 |
Healing Factor | 1.1714285714286 |
Regeneration | 0.29285714285717 |
Speed
Mental | -27.8% |
Attack | -30% |
Movement | 0% |
Spell | -27.8% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 60 |
Accuracy | 56 |
Crit Chance | 37% |
APR | 51 |
Speed | 1.39 |
Offense: Offhand
Damage | 56 |
Accuracy | 56 |
Crit Chance | 37% |
APR | 51 |
Speed | 1.39 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 18% |
Speed | 1.3850415512465 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 25% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Cold | +5% |
Lightning | +17% |
Light | +10% |
Temporal | +15% |
Blight | +4% |
Physical | +15% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Lightning | +7% |
Defense: Base
Armour (hardiness) | 17.5 (43.636363636364%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 13 |
Physical Save | 33 |
Spell Save | 31 |
Mental Save | 53 |
Defense: Resistances
Blight | + 21%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Light | + 45%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 13%( 70%) |
Fire | + 16%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 377 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 220 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 225 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Nightfall | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gloom | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Psiblades |
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | The target is on fire, taking 56.21 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
beneficial effect | The target's defense is increased by 14. Defensive Maneuver |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by forest wight. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Velurarin the forest troll. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by brown bear. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by Gyrewen the giant spider. 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 have explored the Old Forest and vanquished Shardskin. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice wyrm tooth. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed orc heart. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +4 Wil / +7 Lck Changes damage: +15% temporal Stealth bonus: +5 Mental save: +9 (+3 eff.) Maximum psi: +20.00 Mindpower: +4 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (115 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +1 Changes stats: +3 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +6.00% Physical save: +6 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +6% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 29 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +9% blight / +10% temporal / +3% mind / +3% darkness Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 72% Wil, 36% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 light Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +9 Cun Changes resistances: +9% light Changes resistances penetration: +10% mind Critical mult.: +11.00% Mental save: +30 (+9 eff.) Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +1 Mag Changes resistances: +5% darkness / +3% nature / +6% light A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Base power: 7.5 - 8.3 Uses stats: 72% Wil, 36% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +7% lightning Changes resistances penetration: +7% lightning Changes damage: +14% lightning / +7% fire / +5% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Mindpower: +11 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life 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 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 light / 11 physical Changes stats: +1 Wil Changes resistances: +12% blight / +16% fire / +10% darkness / +6% lightning Changes damage: +3% lightning Light radius: +1 A suit of armour made of mail. |
Inventory
![]() wild infusion of the duelist (resist 21%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
![]() dwarven-steel battleaxe of disruption (31.5-47.25 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +19% Unnatural Massive two-handed battleaxes. |
![]() blue-steel trident of vileness (17.5-28 power, 8 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 16% chance to disease Damage (Melee): +12 blight A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() pair of hardened leather boots of rushing (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
![]() umbral dwarven-steel gauntlets of dispersion (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane / 13 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +5% arcane / +7% darkness Changes damage: +6% darkness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() bladed hardened leather cap of knowledge (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +3 Wil / +3 Cun Mindpower: +4 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 229.4 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() grounding dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% lightning / +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 26/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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, costing 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. |
![]() 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), costing 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 arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Challenger of Week1 No7 the Higher Adventurer level 13
36th Dusk 122nd year of Ascendancy at 01:24 see stats
By Challenger of Week1 No7 the Higher Adventurer level 20
18th Regrowth 123rd year of Ascendancy at 13:21 see stats
By Challenger of Week1 No7 the Higher Adventurer level 18
9th Haze 122nd year of Ascendancy at 06:14 see stats
By Challenger of Week1 No7 the Higher Adventurer level 10
1st Summertide 122nd year of Ascendancy at 10:05 see stats
By Challenger of Week1 No7 the Higher Adventurer level 20
11st Regrowth 123rd year of Ascendancy at 01:46 see stats
By Challenger of Week1 No7 the Higher Adventurer level 16
67th Dusk 122nd year of Ascendancy at 20:58 see stats
By Challenger of Week1 No7 the Higher Adventurer level 11
9th Flare 122nd year of Ascendancy at 21:09 see stats
By Challenger of Week1 No7 the Higher Adventurer level 15
62nd Dusk 122nd year of Ascendancy at 03:43 see stats
By Challenger of Week1 No7 the Higher Adventurer level 20
16th Regrowth 123rd year of Ascendancy at 14:54 see stats
Log
Challenger of Week1 No7 hits Ghast for 13 physical, 4 light, 11 lightning, 10 blight, 12 mind, 12 nature (61 total damage).
Ghast hits Challenger of Week1 No7 for 33 physical damage.
Challenger of Week1 No7 uses Set Up.
Challenger of Week1 No7 hits Ghast for 33 physical, 9 darkness (43 total damage).
Challenger of Week1 No7 no longer revels in blood quite so much.
Burning from Armoured skeleton warrior hits Challenger of Week1 No7 for 22 fire damage.
Armoured skeleton warrior casts Rune: Heat Beam.
Armoured skeleton warrior speeds up.
Armoured skeleton warrior performs a melee critical strike against Challenger of Week1 No7!
Challenger of Week1 No7 is crippled.
Armoured skeleton warrior hits Challenger of Week1 No7 for 150 physical, 5 lightning (155 total damage).
Challenger of Week1 No7 hits Armoured skeleton warrior for (13 absorbed), 0 physical, (4 absorbed), 0 light, (11 absorbed), 0 lightning, (16 absorbed), 0 blight, (12 absorbed), 0 mind, (9 absorbed), 0 nature (0 total damage).
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Burning from Armoured skeleton warrior hits Ghast for 26 fire damage.
Burning from Armoured skeleton warrior hits Armoured skeleton warrior for (22 absorbed), 0 fire (0 total damage).
Challenger of Week1 No7 leeches life from Ghast!
Challenger of Week1 No7 receives 3 healing from Ghast.
Challenger of Week1 No7 hits Ghast for 30 physical, 8 darkness (38 total damage).
Ghast is dismayed!
Talent Shadowstep is ready to use.
Burning from Armoured skeleton warrior hits Challenger of Week1 No7 for 47 fire damage.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Challenger of Week1 No7!
Challenger of Week1 No7 resists the knockback!
Armoured skeleton warrior hits Challenger of Week1 No7 for 114 physical, 5 lightning, 59 physical, 9 lightning, 84 physical, 9 lightning (281 total damage).
Challenger of Week1 No7 hits Armoured skeleton warrior for (11 absorbed), 0 physical, (4 absorbed), 0 light, (9 absorbed), 0 lightning, (13 absorbed), 0 blight, (10 absorbed), 0 mind, (8 absorbed), 0 nature, (11 absorbed), 0 physical, (4 absorbed), 0 light, (9 absorbed), 0 lightning, (13 absorbed), 0 blight, (10 absorbed), 0 mind, (8 absorbed), 0 nature, (11 absorbed), 0 physical, (4 absorbed), 0 light, (9 absorbed), 0 lightning, (13 absorbed), 0 blight, (10 absorbed), 0 mind, (8 absorbed), 0 nature (0 total damage).
Saving game...