Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 25 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by demonic clerk at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:20 0 / 7Killed by fire drake at level 16 on the 2nd Haze 122nd year of Ascendancy at 14:50 Killed by Islilratira the ogre mauler at level 25 on the 2nd Regrowth 123rd year of Ascendancy at 03:45 Killed by Polybredhenn the elven guard at level 25 on the 2nd Regrowth 123rd year of Ascendancy at 09:39 Killed by elven blood mage at level 25 on the 2nd Regrowth 123rd year of Ascendancy at 11:47 Killed by Acolyte of the Sect of Kryl-Feijan at level 25 on the 3rd Regrowth 123rd year of Ascendancy at 04:36 Killed by ogre rune-spinner at level 25 on the 3rd Regrowth 123rd year of Ascendancy at 14:31 |
Primary Stats
| Strength | 65 (base 55) |
| Dexterity | 24 (base 10) |
| Constitution | 46.302749545306 (base 49) |
| Magic | 14 (base 12) |
| Willpower | 13 (base 10) |
| Cunning | 21 (base 11) |
Resources
| Life | -102/752 |
| Mana | 139/139 |
| Stamina | 180/180 |
| Vim | 158/236 |
| Healing Factor | 1 |
| Regeneration | 5.5675469764853 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 7 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 49 |
| Crit Chance | 21% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 56.9234581897 (88.454810495627%) |
| Defense | 10.9 |
| Ranged Defense | 10.9 |
| Fatigue | 30 |
| Physical Save | 43.764683268891 |
| Spell Save | 25.394043732909 |
| Mental Save | 20.45 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
| Disarm Resistance | 22% |
| Knockback Resistance | 42% |
| Confusion Resistance | 12% |
| Stun Resistance | 59% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 343 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 110 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| beneficial effect | Reduces blight damage received by 13%. Premonition Shield |
| detrimental effect | The target is infected by a disease, reducing its constitution by 10 and doing 19.57 blight damage per turn. Rotting Disease |
| beneficial effect | This unit will not die until it has less than -63 HP. Surge of Power |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+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 Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 wretchling eyeball. * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Kheloldil the brass lantern Kheloldil the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% acid / +9% fire Blindness immunity: +22% Confusion immunity: +12% Light radius: +5 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. 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 | Torosta the Unlightcut (0 def, 3 armour) Torosta the Unlightcut (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +3% Changes resistances: +1% physical Changes resistances penetration: +10% darkness Physical save: +10 (+3 eff.) Stamina each turn: +0.20 A cap made of leather. |
| Tool | Gunikhad [power 55] (43 cooldown) Gunikhad [power 55] (43 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +4% physical Maximum wards: +2 physical / +4 mind / +3 darkness Talent granted: +1 Ward Physical save: +10 (+3 eff.) Mental save: +3 (+2 eff.) It can be used to teleport randomly (rad 55), putting all charms on cooldown for 43 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances penetration: +5% mind Spell save: +9 (+4 eff.) Silence immunity: +24% Stun/Freeze immunity: +23% Life regen: +1.90 Mana each turn: +0.16 Psi when hit: +0.04 Vim when firing critical spell: +2.00 Maximum vim: +30.00 Cannot be unequipped or rerolled until level 27. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | warrior's steel ring of the mountain (+12%) warrior's steel ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
| Around waist | Salyrirath SalyrirathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +6% cold / +7% fire Stun/Freeze immunity: +15% A belt that goes around your waist. |
| In main hand | Obliterator (48-72 power, 10 apr) Obliterator (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| On hands | heroic rough leather gloves of dexterity (+3) (0 def, 4 armour) heroic rough leather gloves of dexterity (+3) (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +4 Changes stats: +3 Dex Mental save: +6 (+3 eff.) Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | hardened iron plate armour of the dragon (3 def, 13 armour) hardened iron plate armour of the dragon (3 def, 13 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+3 eff.) Fatigue: +20% Changes stats: +1 Str / +2 Con Changes resistances: +12% acid / +11% physical / +12% fire / +11% cold / +12% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +21% A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Camahad' (2 def, 6 armour) cashmere cloak 'Camahad' (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes resistances: +9% blight / +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glivea the Smolderknight Glivea the SmolderknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal / +3% fire Changes resistances penetration: +10% mind Pinning immunity: +23% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
wild infusion of the warrior (resist 18%; cure physical) wild infusion of the warrior (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 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 ability. |
wild infusion of the wizard (resist 21%; cure physical) wild infusion of the wizard (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (202.00 temporal damage, removed from time 4 turns) Rune of the Rift (202.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 202.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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. |
Satyrream the steel ring Satyrream the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 nature Changes stats: +3 Mag / +5 Wil / +7 Cun Changes resistances penetration: +10% nature Changes damage: +9% temporal Mental save: +7 (+4 eff.) Confusion immunity: +26% Spellpower: +9 (+4 eff.) Mindpower: +6 (+4 eff.) Rings can have magical properties. |
rogue's copper ring of power rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +4 (+4 eff.) Changes stats: +2 Cun Spellpower: +6 (+3 eff.) Mindpower: +5 (+4 eff.) Rings can have magical properties. |
sneakthief's steel ring of frost (+22%) sneakthief's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +7 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
thunderous dwarven-steel dagger (17-22.1 power, 7 apr) thunderous dwarven-steel dagger (17-22.1 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to daze When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. ranger's elven-wood longbow of lightningranger's elven-wood longbow of lightning 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. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +11 lightning When wielded/worn: Changes stats: +1 Dex Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of dampening (27.5-38.5 power, 4 apr)dwarven-steel mace of dampening (27.5-38.5 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% acid / +7% fire / +9% cold / +10% lightning Spell save: +5 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. greater elven-wood vilestaff (25-30 power, 5 apr, fire element)greater elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
thunderous steel waraxe of purging (13-18.2 power, 3 apr) thunderous steel waraxe of purging (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to daze * 25% chance to remove a magical effect Damage (Melee): +9 nature When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances penetration: +8% lightning One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
murderer's linen cloak of Eldoral (1 def, 0 armour) murderer's linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+10 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+6 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. silk robe of the mind (+16%) (3 def, 0 armour)silk robe of the mind (+16%) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes resistances: +16% mind Changes damage: +16% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arthorak the pair of hardened leather boots (0 def, 3 armour) Arthorak the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Disease immunity: +10% Cut immunity: +10% Silence immunity: +40% Confusion immunity: +33% Stun/Freeze immunity: +36% Knockback immunity: +5% A pair of boots made of leather. |
grounding pair of iron boots of uncanny dodging (4 def, 3 armour) grounding pair of iron boots of uncanny dodging (4 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour) iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
133 alchemist agate 133 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. |
5 onyx 5 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. |
13 aquamarine 13 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 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. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming One Eye of the Dreaming OneInfused 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 (+4 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 5 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 21% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 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. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 37/400. 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Polymina the Galestar [power 2] (14 cooldown) Polymina the Galestar [power 2] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9% lightning Changes damage: +3% mind It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
17 amethyst 17 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. |
2 quartz 2 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 ametrine 5 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Enatda the Shalore Doombringer level 24
9th Allure 123rd year of Ascendancy at 03:06 see stats
Bringer of Doom
Killed a Bringer of Doom.By Enatda the Shalore Doombringer level 18
17th Haze 122nd year of Ascendancy at 11:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Enatda the Shalore Doombringer level 19
69th Haze 122nd year of Ascendancy at 10:25 see stats
Exterminator
Killed 1000 creatures.By Enatda the Shalore Doombringer level 16
1st Haze 122nd year of Ascendancy at 00:26 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Enatda the Shalore Doombringer level 24
1st Allure 123rd year of Ascendancy at 09:37 see stats
Fear me not!
Survived the Fearscape!By Enatda the Shalore Doombringer level 25
2nd Regrowth 123rd year of Ascendancy at 11:44 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Enatda the Shalore Doombringer level 5
79th Pyre 122nd year of Ascendancy at 06:12 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Enatda the Shalore Doombringer level 24
9th Allure 123rd year of Ascendancy at 02:25 see stats
Level 10
Got a character to level 10.By Enatda the Shalore Doombringer level 10
13rd Dusk 122nd year of Ascendancy at 17:56 see stats
Level 20
Got a character to level 20.By Enatda the Shalore Doombringer level 20
76th Haze 122nd year of Ascendancy at 06:04 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Enatda the Shalore Doombringer level 23
3rd Decay 122nd year of Ascendancy at 21:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Enatda the Shalore Doombringer level 19
35th Haze 122nd year of Ascendancy at 12:01 see stats
Size is everything
Did over 1500 damage in one attack.By Enatda the Shalore Doombringer level 22
2nd Decay 122nd year of Ascendancy at 13:52 see stats
Size matters
Did over 600 damage in one attack.By Enatda the Shalore Doombringer level 15
1st Time of Equilibrium 122nd year of Ascendancy at 15:58 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Enatda the Shalore Doombringer level 24
9th Allure 123rd year of Ascendancy at 03:06 see stats
The Arena
Unlocked Arena mode.By Enatda the Shalore Doombringer level 7
3rd Flare 122nd year of Ascendancy at 22:19 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Enatda the Shalore Doombringer level 24
9th Allure 123rd year of Ascendancy at 03:06 see stats
The secret city
Discovered the truth about mages.By Enatda the Shalore Doombringer level 9
11st Dusk 122nd year of Ascendancy at 17:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Enatda the Shalore Doombringer level 17
3rd Haze 122nd year of Ascendancy at 19:03 see stats
Log
Your premonition allows you to raise a shield just in time!
Decrepitude Disease from Elven blood mage hits Enatda for 8 blight damage.
Ogre rune-spinner casts Lightning.
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Ogre rune-spinner hits Enatda for 180 lightning damage.
Ogre rune-spinner hits Elven blood mage for 229 lightning damage.
Bleeding from Ogre rune-spinner hits Elven blood mage for 22 physical damage.
Decrepitude Disease from Elven blood mage hits Enatda for 8 blight damage.
Elven blood mage stops bleeding.
Enatda is free from the decrepitude disease.
Elven blood mage casts Blood Spray.
Enatda is afflicted by a rotting disease!
Elven blood mage hits Enatda for 57 blight damage.
Rotting Disease from Elven blood mage hits Enatda for 8 blight damage.
Elven blood mage casts Blood Grasp.
Ogre rune-spinner casts Earthen Missiles.
Ogre rune-spinner's spell attains critical power!
Elven blood mage starts to bleed.
Ogre rune-spinner's Earthen Missiles hits Elven blood mage for 43 physical, 7 physical (51 total damage).
Ogre rune-spinner's Earthen Missiles hits Elven blood mage for 65 physical, 11 physical (76 total damage).
Ogre rune-spinner's Earthen Missiles hits Elven blood mage for 43 physical, 7 physical (51 total damage).
Rotting Disease from Elven blood mage hits Enatda for 8 blight damage.
Ogre rune-spinner casts Lightning.
Ogre rune-spinner's spell attains critical power!
Saving game...
