











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 Adventure |
| Sex | Female |
| Race | Drem |
| Class | Cursed |
| Level / Exp | 28 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 15 on the 8th Profit 122nd year of Ascendancy at 05:15 0 / 7Killed by Bethalaith the rogue at level 19 on the 17th Wealth 122nd year of Ascendancy at 09:04 Killed by Hematite at level 20 on the 26th Wealth 122nd year of Ascendancy at 15:17 Killed by gigantic corrosive tunneler at level 20 on the 27th Wealth 122nd year of Ascendancy at 07:10 Killed by elven cultist at level 26 on the 29th Dearth 122nd year of Ascendancy at 08:36 Killed by Layaldara the broken golem at level 28 on the 12nd Shortage 122nd year of Ascendancy at 12:08 Killed by Salessra the alchemist golem at level 28 on the 12nd Shortage 122nd year of Ascendancy at 16:32 |
Primary Stats
| Strength | 69 (base 60) |
| Dexterity | 19 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 55 (base 56) |
| Cunning | 15 (base 10) |
Resources
| Life | -112/1019 |
| Hate | 8/100 |
| Vim | 208/208 |
| Healing Factor | 0.79758087048123 |
| Regeneration | 5.7824613109889 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 32 |
| Crit Chance | 24% |
| APR | 18 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +8% |
| Light | +20% |
| Darkness | +5% |
| Arcane | +9% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.151787968034%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 33 |
| Physical Save | 40 |
| Spell Save | 29 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Lightning | + 26%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | 0%( 70%) |
| Mind | 0%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 65% |
| Silence Resistance | 41% |
| Confusion Resistance | 78% |
| Fear Resistance | 18% |
| Knockback Resistance | 18% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -401 life. The duration and life will increase by 1% for every 1% life you have lost (currently 846 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| 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 90 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Xeridawe the giant fire ant. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 22. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed wretchling eyeball. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 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 rough leather boots 'Kindlecast' (Corpses) (5 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Damage when hit (Melee): 2 fire Changes resistances: +5% arcane Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +24% Maximum life: +100.00 Curse of Corpses A pair of boots made of leather. |
| Light source | brass lantern 'Xerybreth'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +6% mind Critical mult.: +15.00% Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Mindpower: +10 (+3 eff.) Light radius: +3 Healing mod.: +12% 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 | Brenekan the hardened leather cap (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +6 Physical power: +25 (+6 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +2 Dex Changes resistances: +12% cold Only die when reaching: -60.00 life Maximum stamina: +20.00 Curse of Nightmares A cap made of leather. |
| On hands | drakeskin leather gloves 'Brodagen' (Shrouds) (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 lightning Changes resistances: +8% lightning / +6% temporal / +12% blight / +15% fire / +9% acid / +6% cold Changes damage: +8% lightning / +9% arcane Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged elven-wood wand of shielding [power 464] (11/25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's stralite ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 14 light Changes stats: +4 Cun / +5 Mag Changes damage: +14% light Spellpower: +9 (+5 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Xerevea'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +3% blight / +15% fire Blindness immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +23% Life regen: +2.00 Only die when reaching: -20.00 life Rings make your fingers look great! |
| Around neck | savior's steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 27% * 7% chance to blind Changes damage: +6% light / +5% darkness Physical save: +14 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+4 eff.) Amulets make your neck look great! |
| In main hand | quick stralite longsword of crippling (Shrouds) (34-48 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +17 (+8 eff.) Physical crit. chance: +11.0% Changes stats: +3 Dex Combat speed: +10% Curse of Shrouds Sharp, long, and deadly. |
| Around waist | reinforced hardened leather belt of recklessness (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Defense: +10 (+5 eff.) Critical mult.: +6.00% Physical save: +13 (+5 eff.) Curse of Madness A belt that goes around your waist. |
| In off hand | Zanilar the stralite shield (Corpses) (0 def, 8 armour, 46-56 power, 133 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +133 On weapon hit: * 20% chance to reduce armor by 24% Damage (Melee): +16 nature Damage (radius 2) on crit: +4 acid When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +1 Cun / +3 Dex Changes resistances: +14% blight / +18% lightning / +5% arcane / +15% nature Talent granted: +1 Block Maximum life: +96.00 See invisible: +6 Curse of Corpses Handheld deflection devices. |
| Cloak | cashmere cloak 'Unroretir' (Nightmares) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Mag / +2 Wil Changes resistances: +15% acid / +6% fire Silence immunity: +20% Teleport immunity: +20% Maximum life: +80.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying stralite plate armour of Eyal (Misfortune) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +2 Str / +4 Con Life regen: +5.00 Maximum life: +55.00 Healing mod.: +11% Curse of Misfortune A suit of armour made of metal plates. |
Inventory
gold amulet 'Burnroar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Dex / +2 Con Changes resistances: +6% blight / +27% temporal / +3% fire Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Pinning immunity: +33% Knockback immunity: +21% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.serendipitous steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +9 (+5 eff.) Changes stats: +7 Lck Blindness immunity: +10% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
stralite amulet 'Flareblack' =dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex Changes resistances: +9% acid / +9% fire Changes damage: +24% acid / +12% cold / +18% fire Amulets make your neck look great! |
Polorinn the copper ring =dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +5 Dex / +1 Wil / +5 Cun Changes resistances: +3% darkness / +6% cold Changes damage: +6% acid Spell save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Damage (Melee): 10 light Damage (Ranged): 12 light Changes stats: +3 Cun / +3 Mag Changes damage: +12% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Dimsaw the steel mace (Corpses) (22-31 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +2 Damage when hit (Melee): 8 darkness Changes stats: +5 Dex Changes resistances: +9% darkness Only die when reaching: -80.00 life Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's steel waraxe of massacre (Misfortune) (18-25 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Curse of Misfortune One-handed war axes. |
rough leather belt 'Betumira' (Shrouds) =dex=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+10 eff.) Changes stats: +3 Dex / +1 Mag / +3 Cun Critical mult.: +5.00% Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Kindleswift the woollen robe (Madness) (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +4 Str / +3 Mag Changes resistances: +9% all Changes resistances penetration: +9% temporal / +9% physical Changes damage: +13% temporal / +27% light / +13% physical Maximum psi: +30.00 Mindpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stealthy pair of hardened leather boots (Nightmares) (0 def, 3 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Lck / +5 Dex Stealth bonus: +9 Curse of Nightmares A pair of boots made of leather. |
Eclipsehack of the Blightspawn (Nightmares) (0 def, 3 armour) =dex=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 24% Damage (Melee): 8 cold Damage when hit (Melee): 4 acid Changes stats: +4 Str / +8 Dex / +4 Cun / -5 Con Changes resistances: +3% acid / +8% cold / +6% mind Changes resistances penetration: +15% acid Changes damage: +6% mind / +6% cold Talent cooldown: Double Strike (-1 turn) Critical mult.: +8.00% Physical save: +9 (+3 eff.) Spell crit. chance: +13% Mental crit. chance: +14% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (Madness) (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
thaloren hardened leather cap of dexterity (+4) (Shrouds) (0 def, 3 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +2 Wil Changes resistances: +8% blight Mental save: +8 (+2 eff.) Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.steel mail armour of Eyal (Nightmares) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +27.00 Healing mod.: +11% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour of fire resistance (Madness) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire Curse of Madness A suit of armour made of mail. |
Ragakhad the steel shield (Shrouds) (0 def, 19 armour, 18-21 power, 39 block) =dex=Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Block value: +39 Damage (Melee): +8 physical When wielded/worn: Armour penetration: +5 Armour: +19 Fatigue: +8% Changes stats: +2 Str / +5 Dex Changes resistances: +18% fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
coruscating stralite shield of crushing (Nightmares) (0 def, 8 armour, 57-68 power, 132 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +132 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +11 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Armour: +8 Fatigue: +8% Damage when hit (Melee): 1 fire Changes stats: +3 Str Changes resistances: +12% fire Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
9 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. |
69 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Murkshaper of the Blightspawn (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Effects when hit in melee: * 22% chance to reduce strength, dexterity, and constitution by 14 * 28% chance to reduce damage dealt by 27% Changes stats: +3 Str / +2 Con Changes resistances: +3% lightning / +7% physical / +6% mind Changes damage: +3% mind Maximum life: +24.00 Maximum stamina: +17.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of predation (dig speed 29 turns) =dex=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
8 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. |
4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 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. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
evasive elven-wood totem of healing [power 410] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
ash wand of conjuration 'Serpentserpent' [power 160] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +6% nature Changes damage: +18% nature It can be used to fire a magical bolt dealing 160 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
6 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. |
11 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. |
ranger's elven-wood longbow of lightning (Shrouds)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +14 lightning When wielded/worn: Changes stats: +6 Dex Changes damage: +18% lightning Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hematite the Drem Cursed level 28
7th Loss 122nd year of Ascendancy at 17:33 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hematite the Drem Cursed level 16
11st Wealth 122nd year of Ascendancy at 17:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hematite the Drem Cursed level 18
16th Wealth 122nd year of Ascendancy at 17:38 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hematite the Drem Cursed level 28
7th Loss 122nd year of Ascendancy at 17:02 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hematite the Drem Cursed level 10
22nd Voratun 122nd year of Ascendancy at 07:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hematite the Drem Cursed level 20
26th Wealth 122nd year of Ascendancy at 06:50 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Hematite the Drem Cursed level 28
12nd Loss 122nd year of Ascendancy at 18:25 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Hematite the Drem Cursed level 28
7th Loss 122nd year of Ascendancy at 17:33 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hematite the Drem Cursed level 28
26th Loss 122nd year of Ascendancy at 17:22 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hematite the Drem Cursed level 27
32nd Dearth 122nd year of Ascendancy at 11:05 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Hematite the Drem Cursed level 28
7th Loss 122nd year of Ascendancy at 17:33 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Hematite the Drem Cursed level 25
28th Dearth 122nd year of Ascendancy at 19:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hematite the Drem Cursed level 8
20th Voratun 122nd year of Ascendancy at 06:40 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Hematite the Drem Cursed level 28
7th Loss 122nd year of Ascendancy at 17:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hematite the Drem Cursed level 13
1st Profit 122nd year of Ascendancy at 01:30 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hematite the Drem Cursed level 25
28th Dearth 122nd year of Ascendancy at 09:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hematite the Drem Cursed level 17
14th Wealth 122nd year of Ascendancy at 18:17 see stats
Log
Talent Blindside is ready to use.
Worm Rot from Salessra the alchemist golem hits Hematite for 19 blight, 20 acid (40 total damage).
Betarida the golem overcomes the gloom
Black Blood Bleeding from Hematite hits Salessra the alchemist golem for 13 darkness damage.
Worm Rot from Salessra the alchemist golem hits Hematite for 21 blight, 23 acid (44 total damage).
Worm Rot from Salessra the alchemist golem hits Hematite for 21 blight, 23 acid (44 total damage).
Hematite is free from the worm rot.
A carrion worm mass bursts out of Hematite!
Carrion worm mass is weakened by the gloom.
Something hits Hematite for 60 blight damage.
Carrion worm mass bites blight poison into Hematite.
Hematite repels an attack from Carrion worm mass.
Mindrot hits Carrion worm mass for 7 mind, 6 darkness (13 total damage).
Hematite uses Frenzy.
You revel in attacking a weakened foe! (+2 hate)
Carrion worm mass's armor corrodes!
Hematite performs a melee critical strike against Carrion worm mass!
Hematite hits Carrion worm mass for 17 physical, 9 lightning, 26 light, 7 darkness, 9 physical, 40 nature, 22 lightning, 67 light (197 total damage).
Hematite killed Carrion worm mass!
Hematite receives 9 healing from Unnatural Body.
Carrion worm mass's wormblight area effect hits Hematite for 31 blight damage.
Hematite is pinned to the ground.
Something hits Hematite for 104 physical damage.
Hematite the level 28 drem cursed was shattered to death by Salessra the alchemist golem on level 1 of Golem Graveyard.






































































































