











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harbinger 1.5.6 White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Zephyr 1.5.8 Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ashes of Urh'Rok 1.6.7Official 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:
Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.7Official 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 1.6.0Combines 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 1.6.7Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Earth Knight |
| Level / Exp | 21 / 73% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 24 (base 13) |
| Magic | 53 (base 50) |
| Willpower | 48 (base 42) |
| Cunning | 16 (base 10) |
Resources
| Life | 544/544 |
| Mana | 345/345 |
| Stamina | 202/202 |
| Healing Factor | 1.5782474226804 |
| Regeneration | 4.182355670103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 31 |
| Crit Chance | 32% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Lightning | +9% |
| Light | +9% |
| Mind | +18% |
| Cold | +24% |
| Arcane | +6% |
| Fire | +21% |
| All | +0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +16% |
| Light | +20% |
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 48.114524696891 (32.585434503717%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 41 |
| Mental Save | 29 |
Defense: Resistances
| Acid | 10%( 66%) |
| Arcane | 17%( 70%) |
| Cold | 23%( 70%) |
| All | 3%( 70%) |
| Light | 6%( 70%) |
| Temporal | 8%( 70%) |
| Physical | 25%( 76%) |
| Fire | 34%( 70%) |
| Nature | 8%( 70%) |
Defense: Immunities
| Stun Resistance | 61% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 10% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 11% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Spell / Earth | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Terramancy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Terramorphism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Terrakinesis | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Weapon Supremacy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Anime Style |
| talent | Steelskin |
| talent | Eldritch Combat |
| talent | Earthen Body |
| talent | Stone Skin |
| talent | Eldritch Aura |
| talent | Refine Ore |
| talent | Verdant Blood |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Arcane Eye (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 |
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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | pair of drakeskin leather boots &039; (0 def, 10 armour)Requires: Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 50% * 10% chance to reduce all saves and defense by 23 Changes resistances: +3% acid / +3% light / +9% fire / +5% arcane / +21% cold Changes resistances penetration: +5% physical Infravision radius: +2 A pair of boots made of leather. |
| Light source | brass lantern &039;Requires: Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% * 10% chance to reduce all saves and defense by 23 Changes resistances penetration: +10% mind Changes damage: +3% mind / +9% cold Physical save: +7 (+3 eff.) Light radius: +3 Healing mod.: +11% 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 | Bregurach the Gleamterror (2 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +20% light Changes damage: +6% arcane Physical save: +3 (+2 eff.) Blindness immunity: +10% Disease immunity: +10% Confusion immunity: +10% Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves &039; (0 def, 2 armour)Requires: Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Damage when hit (Melee): 8 cold Changes resistances: +5% arcane / +9% acid Changes damage: +6% cold Critical mult.: +8.00% Silence immunity: +20% Spell crit. chance: +11% Mental crit. chance: +8% Healing mod.: +20% When used to modify unarmed attacks: Power: 125% Range: 1.1x Uses stats: 40% Cun, 14% Str, 80% Mag, 14% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming OneRequires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | BileglamourRequires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Str / +4 Dex Changes resistances: +3% nature See invisible: +12 Rings can have magical properties. |
| On fingers | copper ring &039;Requires: Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% nature / +3% fire Changes damage: +9% light / +21% fire Mental save: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Feathersteel AmuletRequires: Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Stormspitter (157% power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 157% Range: 1.4x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +10.0% Physical power: +10 (+4 eff.) Changes stats: +6 Str Changes damage: +9% lightning / +10% physical / +15% mind Psi when hit: +0.08 One-handed war axes. |
| Around waist | IcesquallRequires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 2 cold Changes stats: +2 Str Changes resistances: +4% physical Changes damage: +9% cold Life regen: +2.40 Stamina each turn: +3.00 Healing mod.: +16% A belt that goes around your waist. |
| In off hand | dwarven-steel shield &039; (0 def, 6 armour, 100% power, 80 block)Requires: - Shield usage training - Magic 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 132% Range: 1.2x Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 23 Effects when hit in melee: * 17% chance to reduce all saves and defense by 23 Damage when hit (Melee): 4 acid Changes resistances: +6% temporal / +12% physical / +20% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Cloak of DeceptionRequires: Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Magic 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Dagohell the ash vilestaff (111% power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +2 Wil Changes resistances penetration: +5% arcane Changes damage: +15% acid / +21% blight Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +18.00 Spellpower: +23 (+7 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Xanulle the Glowvice (146% power, 2 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 light Damage (radius 2) on crit: +26 lightning / +14 cold When wielded/worn: Defense: +20 (+9 eff.) Changes resistances: +6% darkness / +12% cold Changes resistances penetration: +20% lightning / +16% cold Reduces incoming crit damage: 15.00% Pinning immunity: +20% Movement speed: +48% Massive two-handed swords. |
Spelldrinker (132% power, 8 apr)Requires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 16% Str, 105% Mag, 19% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
nightruned rough leather belt of the mysticRequires: Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 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. |
soothing iron torque of mindblast [power 100] (15 cooldown)Requires: Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent&LASTORCHIDLASTANTIQUE_WHITE |
Dourbone the dwarven-steel torque of gale force [power 245] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 10% chance to reduce all saves and defense by 23 * 10% chance to reduce damage dealt by 19% Changes stats: +4 Str Changes resistances: +3% darkness Changes damage: +3% physical Stamina each turn: +3.00 It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 270 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Yvavea the Ghoul Earth Knight level 18
30th Dusk 122nd year of Ascendancy at 01:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yvavea the Ghoul Earth Knight level 10
2nd Summertide 122nd year of Ascendancy at 13:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Yvavea the Ghoul Earth Knight level 20
66th Dusk 122nd year of Ascendancy at 07:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Yvavea the Ghoul Earth Knight level 19
37th Dusk 122nd year of Ascendancy at 07:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yvavea the Ghoul Earth Knight level 9
9th Mirth 122nd year of Ascendancy at 15:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Yvavea the Ghoul Earth Knight level 20
67th Dusk 122nd year of Ascendancy at 07:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yvavea the Ghoul Earth Knight level 13
6th Flare 122nd year of Ascendancy at 14:49 see stats
Log
You gain 3.90 gold from the transmogrification of troll-hide hardened leather armour (9 def, 6 armour).
You gain 11.91 gold from the transmogrification of woollen robe &039; (0 def, 0 armour).
You gain 5.50 gold from the transmogrification of verdant woollen robe of lightning (+21%) (0 def, 0 armour).
You gain 9.91 gold from the transmogrification of Earogathel (0 def, 4 armour, 100% power, 40.5 block).
You gain 1.80 gold from the transmogrification of high-capacity pouch of dwarven-steel shots (36/43, 143% power, 3 apr).
You gain 2.45 gold from the transmogrification of barbed quiver of ash arrows of corruption (23/23, 140% power, 7 apr).
You gain 14.33 gold from the transmogrification of enhanced dwarven-steel steamgun of enduring.
You gain 1.90 gold from the transmogrification of mighty cured leather sling.
You gain 6.62 gold from the transmogrification of mage-hunter&LASTLASThorrifying vined mindstar of resolve (81% power, 18 apr, mind damage).
You gain 2.86 gold from the transmogrification of creative vined mindstar of resolve (85% power, 18 apr, mind damage).
You gain 4.55 gold from the transmogrification of balanced dwarven-steel dagger of persecution (117% power, 7 apr).
You gain 15.00 gold from the transmogrification of Swordbreaker (129% power, 20 apr).
You gain 20.00 gold from the transmogrification of Shantiz the Stormblade (111% power, 20 apr).
You gain 4.17 gold from the transmogrification of balanced steel dagger of dampening (107% power, 6 apr).
You gain 1.20 gold from the transmogrification of arcing steel longsword of massacre (119% power, 3 apr).
You gain 3.85 gold from the transmogrification of truestriking steel greatsword (125% power, 2 apr).
You gain 12.29 gold from the transmogrification of Cracklequeen the yew magestaff (120% power, 4 apr, fire element).
You gain 17.88 gold from the transmogrification of Murksaw the ash vilestaff (111% power, 3 apr, fire element).
You gain 16.64 gold from the transmogrification of Lustrenigh (111% power, 3 apr, temporal element).
You gain 2.11 gold from the transmogrification of blink rune of the wizard (range 6; phase 18; cd 18).
There is a way to the previous level here (press &039; or right click to use).
Yvavea deactivates Earthen Body.
Yvavea deactivates Stone Skin.
Yvavea deactivates Refine Ore.
Yvavea deactivates Steelskin.
Yvavea deactivates Eldritch Combat.
Yvavea deactivates Anime Style.
Yvavea deactivates Verdant Blood.
Yvavea deactivates Eldritch Aura.









































