









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | Madness Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 18 / 96% |
| Size | small |
| Lifes / Deaths | Killed by Salukira the thief at level 10 on the 2nd Summertide 122nd year of Ascendancy at 14:05 0 / 5Killed by aether beam at level 12 on the 8th Flare 122nd year of Ascendancy at 04:44 Killed by Layukira the large white snake at level 16 on the 9th Dusk 122nd year of Ascendancy at 10:34 Killed by Eilinirawyn the rattlesnake at level 18 on the 19th Dusk 122nd year of Ascendancy at 15:35 Killed by Eilinirawyn the rattlesnake at level 18 on the 19th Dusk 122nd year of Ascendancy at 17:26 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 30 (base 14) |
| Constitution | 26 (base 12) |
| Magic | 62 (base 46) |
| Willpower | 49 (base 28) |
| Cunning | 26 (base 14) |
Resources
| Mana | 397/397 |
| Psi | 296/296 |
| Life | 404/404 |
| Stamina | 261/261 |
| Insanity | 100/100 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 3.1120612201125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Barehand
| Damage | 36 |
| Accuracy | 44 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +5% |
| Mind | +9% |
| All | 0% |
| Lightning | 0% |
| Light | +9% |
| Physical | +5% |
| Fire | +10% |
| Darkness | +10% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +10% |
| Blight | +5% |
| Mind | +20% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 23.4 |
| Spell Save | 29.8 |
| Mental Save | 33 |
Defense: Resistances
| Light | + 8%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 22%( 70%) |
| Arcane | + 6%( 70%) |
| Mind | + 8%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 55% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 382 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom covenant | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | Noonpassion the elm vilestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +20 (+6 eff.) Changes stats: +1 Con Changes resistances penetration: +10% light Changes damage: +10% darkness / +9% light Talent granted: +1 Command Staff Critical mult.: +11.00% Only die when reaching: -40.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| Light source | brass lantern 'Dimedge'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +1 Con Changes resistances penetration: +10% darkness / +5% blight Changes damage: +6% mind / +6% blight 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. |
| On head | linen wizard hat 'Rhirion' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Mag / +2 Wil Changes resistances: +6% light Psi each turn: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
| Tool | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 9 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 9/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
| Around waist | rough leather belt 'Xerariamira'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Con Changes damage: +3% mind Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| Main armor | cured leather armour 'Siligathra' (6 def, 4 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +5% mind Changes resistances penetration: +15% mind Mental save: +10 (+5 eff.) Life regen: +2.50 Stamina each turn: +0.80 Maximum life: +20.00 Maximum psi: +10.00 A suit of armour made of leather. |
| On feet | Stormswift (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +3% temporal Changes resistances penetration: +5% lightning Cut immunity: +10% Stamina each turn: +0.40 Maximum life: +40.00 Maximum stamina: +13.00 A pair of boots made of leather. |
| On hands | Runetar the hardened leather gloves (0 def, 8 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 4 acid / 6 physical / 3 cold / 4 fire / 6 arcane / 4 lightning Changes stats: +1 Str / +5 Mag / +9 Wil / +2 Con Changes resistances: +3% arcane Changes damage: +5% arcane / +5% physical Spellpower: +6 (+2 eff.) Infravision radius: +2 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 ice / +7 acid / +10 fire / +9 arcane / +7 lightning Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | Emyna (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Wil / +1 Cun Changes resistances penetration: +5% mind Critical mult.: +5.00% Mindpower: +10 (+4 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused 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 (+2 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
regeneration infusion of the psychic (heal 293; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 293 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 19%; mental; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shielding rune of the sneak (absorb 128; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 128 damage for 4 turns. Its effects scale with your Cunning 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 spell talent. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
iron greatsword (17-28 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Mardodas the Mirehue (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +20% nature Changes damage: +10% light / +18% nature Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 101.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Satyrbliss Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 On weapon hit: * 20% chance to slow global speed by 53% Travel speed: +800% Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +8 light Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 8 light Changes stats: +2 Cun Changes damage: +9% nature Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
River's Fury (23-32 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+4 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.68 cold damage and 12.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level.Manarin the Flashrigor (11-15 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 light When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +6 Damage when hit (Melee): 2 light Changes resistances: +6% nature Changes resistances penetration: +6% all Disease immunity: +20% Life regen: +4.00 One-handed war axes. |
Morbuscast the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +4 Wil Mental save: +3 (+2 eff.) Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum life: +31.00 Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ce'Neyawe' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +5 Mag / +2 Cun Changes resistances penetration: +10% temporal Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Geldathra (5 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes resistances: +3% lightning / +6% cold Spell save: +12 (+4 eff.) Infravision radius: +2 Healing mod.: +5% A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Islaldath' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 lightning Changes resistances: +6% lightning / +12% fire / +6% mind / +3% cold Changes damage: +4% lightning Silence immunity: +20% When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +6 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +11 (+4 eff.) A cap made of leather. |
prismatic rough leather armour (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +11% light / +10% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Eminor (0 def, 17 armour, 57 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Changes resistances: +6% acid / +17% cold / +6% light Talent granted: +1 Block Handheld deflection devices. |
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. |
102 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. |
Hettymayon the Pusenvy (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +3% nature / +9% mind Changes resistances penetration: +5% mind Changes damage: +3% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind 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. |
Automated Portable ExtractorPowered 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) Activation costs 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. |
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. |
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. |
5 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
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Mestec the Yeek Adventurer level 10
1st Summertide 122nd year of Ascendancy at 16:19 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Mestec the Yeek Adventurer level 17
10th Dusk 122nd year of Ascendancy at 16:06 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Mestec the Yeek Adventurer level 10
1st Summertide 122nd year of Ascendancy at 16:37 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Mestec the Yeek Adventurer level 18
15th Dusk 122nd year of Ascendancy at 00:19 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Mestec the Yeek Adventurer level 13
9th Flare 122nd year of Ascendancy at 00:37 see stats
Log
Mestec stops regenerating health quickly.
Mestec converts some damage to Psi!
Mestec's Beyond the Flesh hits Eilinirawyn the rattlesnake for 3 physical, 1 lightning, 0 arcane, 3 lightning, 4 fire, 1 acid, 2 physical, 1 cold, 3 mind, 2 arcane, 22 darkness, 1 lightning, 0 arcane, 2 lightning, 5 fire, 1 acid, 3 physical, 1 cold, 1 mind, 2 arcane (69 total damage).
Fatebreaker from Mestec hits Eilinirawyn the rattlesnake for 0 temporal, 1 darkness (3 total damage).
Poison from Eilinirawyn the rattlesnake hits Mestec for (10 to psi shield), (5 flat reduction), 3 to psi, 0 nature (3 total damage).
Lisegalle the large brown snake uses Focus Shadows.
The shadows converge on Mestec!
Mestec is dazed!
Mestec is not dazed anymore.
Mestec converts some damage to Psi!
Eilinirawyn the rattlesnake hits Mestec for (29 to psi shield), (5 flat reduction), 15 to psi, 26 physical, (3 flat reduction), 0 darkness, (1 to psi shield), (2 flat reduction), 0 nature, (18 to psi shield), (5 flat reduction), 7 to psi, 12 physical (62 total damage).
Eilinirawyn the rattlesnake is recovering from the damage!
You squeeze the squishy tentacle (Mestec)!
Mestec hits Eilinirawyn the rattlesnake for 2 cold, 1 lightning, 4 fire, 5 arcane, 1 acid, 2 lightning, 0 arcane, 2 lightning, 7 fire, 1 acid, 2 physical, 1 cold, 2 mind, 3 arcane, 3 physical, 37 darkness, 2 lightning, 0 arcane, 2 lightning, 4 fire, 2 acid, 2 physical, 0 cold, 1 mind, 3 arcane (98 total damage).
Shadow casts Blindside.
Mestec converts some damage to Psi!
Shadow hits Mestec for (29 to psi shield), (5 flat reduction), 23 to psi, 39 physical (63 total damage).
Lisegalle the large brown snake uses Feed.
Eilinirawyn the rattlesnake uses Slash.
Mestec is no longer being stalked by Eilinirawyn the rattlesnake.
Mestec converts some damage to Psi!
Eilinirawyn the rattlesnake hits Mestec for (29 to psi shield), (5 flat reduction), 91 to psi, 155 physical (247 total damage).
Mestec the level 18 yeek adventurer was swiped to death by Eilinirawyn the rattlesnake on level 1 of Norgos Lair.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinirawyn the rattlesnake killed Mestec!
Saving game...
Saving done.





















































































