









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 19 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 19 on the 19th Haze 122nd year of Ascendancy at 02:35 / 1 |
Primary Stats
| Strength | 50 (base 44) |
| Dexterity | 18 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 43 (base 36) |
| Willpower | 16 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -26/564 |
| Positive | 60/74 |
| Stamina | 141/169 |
| Healing Factor | 0.9114285714286 |
| Regeneration | 0.22785714285715 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 37 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +14% |
| Physical | +9% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.416050405667 (76.629213483146%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 32 |
| Physical Save | 37 |
| Spell Save | 20 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 6%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 25% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 261 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 23.43 nature damage per turn and decreasing all heals received by 26%. Insidious Poison |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed orc heart. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed minotaur nose. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * '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.' * You've found the needed snow giant kidney. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | [vs. Elowe the pair of dwarven-steel boots (0 def, 9 armour) (On feet)]Elowe the pair of dwarven-steel boots (0 def, 9 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Armour: +9 (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) physical Changes stats: +2(-) Cun / +2(-) Dex Silence immunity: +31% (-) Confusion immunity: +25% (-) Stun/Freeze immunity: +20% (-) Stamina each turn: +0.40 (-) Infravision radius: +1 (-) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 87% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 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 (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. iron helm of strength (+3) (0 def, 3 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) 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: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. steel ring 'Armodig' (On fingers, 1 of 2)]steel ring 'Armodig' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) (-) Armour penetration: +3 (-) Changes stats: +4(-) Con Changes resistances: +6%(-) acid / +15%(-) fire / +6%(-) nature Changes damage: +9%(-) physical Physical save: +8 (+4 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring 'Armodig' (On fingers, 1 of 2)]gladiator's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-1 eff.)) Armour penetration: +0 (-3) Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5(+1) Con Changes resistances: +0%(-6%) acid / +0%(-15%) fire / +0%(-6%) nature Changes damage: +0%(-9%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Aerominne the rough leather belt (Around waist)]Aerominne the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Physical save: +12 (+6 eff.) (-) Stamina each turn: +1.00 (-) Maximum life: +52.00 (-) A belt that goes around your waist. |
| In main hand | [vs. arcing stralite greatsword of massacre (59.5-95.2 power, 3 apr) (In main hand)]arcing stralite greatsword of massacre (59.5-95.2 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9(-) lightning Massive two-handed swords. |
| On hands | [vs. heroic rough leather gloves of dexterity (+3) (0 def, 5 armour) (On hands)]heroic rough leather gloves of dexterity (+3) (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+5 eff.) (-) Armour: +5 (-) Changes stats: +3(-) Dex Mental save: +7 (+4 eff.) (-) Maximum life: +40.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. impenetrable dwarven-steel plate armour of stability (5 def, 17 armour) (Main armor)]impenetrable dwarven-steel plate armour of stability (5 def, 17 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 (-) Defense: +5 (+5 eff.) (-) Fatigue: +24% (-) Changes resistances: +7%(-) physical Physical save: +11 (+5 eff.) (-) A suit of armour made of metal plates. |
| Cloak | [vs. murderer's linen cloak of sorcery (1 def, 0 armour) (Cloak)]murderer's linen cloak of sorcery (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) (-) Armour penetration: +3 (-) Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Dex / +3(-) Mag / +3(-) Wil / +2(-) Cun Changes damage: +10%(-) blight Spell crit. chance: +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was corrupted by the digestive sack. |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+4 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
healing infusion of the warrior (heal 147)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 147 and cleanse 1 wound and 1 poison effect. 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 ability. |
regeneration infusion of the titan (heal 265 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 125 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door (on body)]phase door rune of the wizard (range 10; power 29; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10(+0). Afterwards you stay out of phase for 4(-1) turns. In this state all new negative status effects duration is reduced by 29%(+14%), your defense is increased by 29(+14) and all your resistances by 29%(+14%). Its effects scale with your +Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)]steel amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +3 Mag Mindpower: +0 (+0 eff.) (-5 (-4 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. steel ring 'Armodig' (On fingers, 1 of 2)]warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-1 eff.)) Armour penetration: +0 (-3) Armour: +6 Changes stats: +3 Str / +0(-4) Con Changes resistances: +0%(-6%) acid / +0%(-15%) fire / +0%(-6%) nature Changes damage: +0%(-9%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. arcing stralite greatsword of massacre (59.5-95.2 power, 3 apr) (In main hand)]stralite greatsword 'Viperwilter' (50-80 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0(-9.5 - -15.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target On weapon crit: + cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +0(-9) lightning / +24 temporal / +20 nature Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +35.0% Physical power: +4 (+1 eff.) Changes resistances: +3% nature Changes damage: +6% temporal Massive two-handed swords. |
[vs. arcing stralite greatsword of massacre (59.5-95.2 power, 3 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel waraxe (15.5-21.7 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7(-44.0 - -73.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-9) lightning One-handed war axes. |
[vs. arcing stralite greatsword of massacre (59.5-95.2 power, 3 apr) (In main hand)]Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-51.5 - -86.4) Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-9) lightning When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level.steel shield (6 def, 2 armour, 16.5-19.8 power, 42 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +2 Defense: +6 (+4 eff.) Ranged Defense: +6 (+4 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
[vs. impenetrable dwarven-steel plate armour of stability (5 def, 17 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-10) Armour Hardiness: +30% Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-24%) Changes stats: +3 Mag / +3 Con Changes resistances: +0%(-7%) physical Physical save: +0 (+0 eff.) (-11 (-5 eff.)) Spellpower: +4 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
[vs. impenetrable dwarven-steel plate armour of stability (5 def, 17 armour) (Main armor)]rough leather armour of the deep (1 def, 3 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 (-14) Defense: +1 (+1 eff.) (-4 (-4 eff.)) Fatigue: +6% (-18%) Changes resistances: +5% acid / +6% cold / +0%(-7%) physical Allows you to breathe in: water Physical save: +0 (+0 eff.) (-11 (-5 eff.)) A suit of armour made of leather. |
[vs. Aerominne the rough leather belt (Around waist)]This item will automatically be transmogrified when you leave the level. Yarobar the Lightninghue Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning / +6% temporal Changes damage: +9% light / +6% lightning Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stamina each turn: +0.00 (-1.00) Maximum life: +0.00 (-52.00) A belt that goes around your waist. |
[vs. heroic rough leather gloves of dexterity (+3) (0 def, 5 armour) (On hands)]rough leather gloves 'Dairuharakhad' (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-5 eff.)) Armour: +1 (-4) Damage (Melee): 6 blight Changes stats: +0(-3) Dex / +5 Mag / +2 Wil Changes resistances: +6% blight Changes damage: +4% blight Spell save: +3 (+1 eff.) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +0.00 (-40.00) Maximum vim: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. iron helm of strength (+3) (0 def, 3 armour) (On head)]insulating iron helm of the depths (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-3) Str Changes resistances: +5% cold / +6% fire Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
2 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]Bokesablek the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +0%(-30%) light Changes damage: +12% blight / +0%(-10%) light Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Maximum mana: +40.00 Light radius: +2 (-2) Infravision radius: +1 See stealth: +5 See invisible: +7 Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]Polutha Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +2 Str / +4 Dex / +4 Con Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Maximum life: +42.00 Light radius: +2 (-2) Infravision radius: +2 Healing mod.: +0% (-10%) 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. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Fatigue: -4% Damage when hit (Melee): 0(-15) blight Changes stats: +2 Str Changes damage: +0%(-4%) blight When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
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, 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. |
[vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]striking yew wand of conjuration [power 235] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Damage when hit (Melee): 0(-15) blight Changes damage: +0%(-4%) blight Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike When carried: Talent granted: +0(+-1) Dig It can be used to fire a bolt of a random element with (base) damage 118 to 235, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sparkles the Shalore Sun Paladin level 18
5th Haze 122nd year of Ascendancy at 10:31 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sparkles the Shalore Sun Paladin level 17
72nd Dusk 122nd year of Ascendancy at 02:47 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sparkles the Shalore Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 15:40 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Sparkles the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 00:41 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sparkles the Shalore Sun Paladin level 8
2nd Mirth 122nd year of Ascendancy at 22:34 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sparkles the Shalore Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 08:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sparkles the Shalore Sun Paladin level 17
69th Dusk 122nd year of Ascendancy at 14:36 see stats
Log
Snow giant boulder thrower hits Sparkles for 185 physical damage.
Insidious Poison from Emelariwyn the snow giant boulder thrower hits Sparkles for 9 nature damage.
Sparkles casts Wave of Power.
Sparkles slows down.
Sparkles hits Snow giant boulder thrower for 176 physical, 9 lightning, 5 mind, 12 light (201 total damage).
Snow giant boulder thrower hits Sparkles for 14 cold damage.
Sparkles hits Snow giant boulder thrower for 17 blight, 7 physical (24 total damage).
Snow giant boulder thrower hits Sparkles for 13 physical, 7 cold (20 total damage).
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Sparkles!
Snow giant boulder thrower is knocked back!
Sparkles deactivates Second Life.
Sparkles has been healed by a blast of positive energy!
Sparkles is knocked back!
Snow giant boulder thrower is moving less freely.
Sparkles receives 169 healing.
Snow giant boulder thrower hits Sparkles for 0 physical damage.
Snow giant boulder thrower hits Snow giant boulder thrower for 159 physical damage.
Snow giant boulder thrower uses Infusion: Healing.
Snow giant boulder thrower receives 99 healing from Infusion: Healing.
Sparkles casts Bathe in Light.
Sparkles slows down.
Talent Stunning Blow is ready to use.
Insidious Poison from Emelariwyn the snow giant boulder thrower hits Sparkles for 9 nature damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Sparkles!
Saving game...





















































































