









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 32 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Lisyra the king cobra at level 11 on the 3rd Dusk 122nd year of Ascendancy at 22:21 0 / 7Killed by Godhetta the dredge at level 21 on the 31st Dusk 122nd year of Ascendancy at 21:04 Killed by fire drake at level 25 on the 37th Dusk 122nd year of Ascendancy at 23:46 Killed by orc necromancer at level 31 on the 1st Decay 122nd year of Ascendancy at 16:11 Killed by Belenor the orc corruptor at level 31 on the 1st Decay 122nd year of Ascendancy at 19:18 Killed by heavy bone giant at level 32 on the 2nd Allure 123rd year of Ascendancy at 19:23 Killed by Cyrawen the skeleton warrior at level 32 on the 2nd Allure 123rd year of Ascendancy at 21:15 |
Primary Stats
| Strength | 37 (base 13) |
| Dexterity | 86 (base 60) |
| Constitution | 55 (base 15) |
| Magic | 18 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | -53/1128 |
| Stamina | 216/230 |
| Healing Factor | 1.5749358927269 |
| Regeneration | 37.404727452264 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +33% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 94 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +18% |
| Mind | +12% |
| All | 0% |
| Lightning | +30% |
| Light | +23% |
| Temporal | +5% |
| Physical | +5% |
| Darkness | +32% |
| Fire | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +10% |
| Arcane | +50% |
Defense: Base
| Armour (hardiness) | 20 (44.574340358689%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 31 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 14%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 34%( 70%) |
| Temporal | + 8%( 70%) |
| Physical | + 6%( 70%) |
| Darkness | + 33%( 70%) |
| Mind | + 16%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 508 life over 5 turns. Its effects scale with your Cunning 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 64 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 342 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
You failed to protect the injured seer from death by Glorymina the great wolf. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Xanera the treant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Lisebrebeth the brown bear. Escort: temporal explorer (level 2 of Old Forest) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 161. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed naga tongue. * You've found the needed vial of squid ink. | 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 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 'Xereta' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% acid / +1% physical Reduces incoming crit damage: 10.00% Spell save: +15 (+7 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| On head | Bleakfist the drakeskin leather cap (7 def, 10 armour) =keep=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 18% Damage when hit (Melee): 6 darkness / 8 fire Changes stats: +8 Dex Changes resistances: +18% darkness / +5% all Changes damage: +9% darkness Physical save: +31 (+11 eff.) Infravision radius: +6 A cap made of leather. |
| Tool | Mardyntir the Willowwither [power 300] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 arcane / 2 nature Changes resistances penetration: +25% arcane Changes damage: +3% arcane / +3% nature It can be used to blast the opponent's mind dealing 336 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Reduce 1 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Woewrecker'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 15 Changes stats: +2 Con Changes resistances: +12% mind / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +12% mind / +12% darkness Spell save: +11 (+5 eff.) Maximum stamina: +18.00 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +14.00 Maximum life: +72.00 Healing mod.: +15% Rings make your fingers look great! |
| Around neck | Ebonypython the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 2 darkness Changes stats: +10 Dex / +2 Mag / +10 Cun / +10 Con Changes resistances: +6% nature Changes damage: +4% light / +5% temporal / +11% darkness / +5% physical Life regen: +5.00 Stamina each turn: +1.30 Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Movement speed: +20% Amulets make your neck look great! |
| Main armor | Sleetquarry the cured leather armour (8 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +3 Dex Changes resistances: +16% lightning / +9% cold / +6% blight Physical save: +7 (+3 eff.) Life regen: +4.50 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
| Light source | Shinespike the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness / +3% temporal Changes resistances penetration: +10% light Changes damage: +19% light Damage affinity(heal): +5% light Mental save: +6 (+3 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +6% Light radius: +11 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 94.83 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Flashdeath (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+4 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +15% lightning / +6% fire / +15% arcane Physical save: +13 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Hathybar'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Str / +3 Wil / +5 Cun Changes resistances: +3% acid Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Maximum life: +159.00 A belt that goes around your waist. |
Inventory
movement infusion of the sneak (speed 646%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +13.00 Maximum life: +69.00 Mindpower: +8 (+4 eff.) Healing mod.: +13% Rings make your fingers look great! |
Brightdeath (135% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +11 darkness Damage (radius 2) on crit: +44 fire Damage against: +12% Living When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes resistances: +9% fire Changes resistances penetration: +14% fire Global speed: +7% Sharp, short and deadly. |
Crackleonslaught (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 14 lightning / 5 acid Changes resistances: +10% lightning / +6% acid Changes damage: +18% lightning / +3% light / +3% acid When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +11 lightning / +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Hanehad the Rimebraid (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +6 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +4 Dex Changes resistances: +3% cold / +6% fire Changes damage: +3% fire / +9% cold Mental save: +12 (+6 eff.) Mana each turn: +0.24 Maximum life: +59.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +9 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Glorelrada' (0 def, 5 armour) =waterbreathe=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +7% cold Changes resistances penetration: +5% mind Allows you to breathe in: water Disarm immunity: +20% Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
Burning Star =keep=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Axe of Fluffy Evil =keep= Axe of Fluffy Evil =keep=Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Rungof's Fang =keep=Infused 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. |
dwarven-steel pickaxe 'Eremikath' (dig speed 6 turns) =dig=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Wil Changes damage: +13% mind / +15% fire Mental save: +16 (+8 eff.) Equilibrium when hit: +0.16 Maximum hate: +6.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
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. |
elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Hardodri the Cornac Brawler level 24
36th Dusk 122nd year of Ascendancy at 14:51 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Hardodri the Cornac Brawler level 28
62nd Haze 122nd year of Ascendancy at 02:23 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hardodri the Cornac Brawler level 27
41st Dusk 122nd year of Ascendancy at 06:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Hardodri the Cornac Brawler level 10
7th Mirth 122nd year of Ascendancy at 17:59 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Hardodri the Cornac Brawler level 20
27th Dusk 122nd year of Ascendancy at 14:20 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Hardodri the Cornac Brawler level 30
67th Haze 122nd year of Ascendancy at 21:31 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Hardodri the Cornac Brawler level 29
62nd Haze 122nd year of Ascendancy at 14:16 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Hardodri the Cornac Brawler level 27
17th Haze 122nd year of Ascendancy at 10:10 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Hardodri the Cornac Brawler level 26
39th Dusk 122nd year of Ascendancy at 16:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Hardodri the Cornac Brawler level 7
2nd Mirth 122nd year of Ascendancy at 05:53 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hardodri the Cornac Brawler level 31
3rd Decay 122nd year of Ascendancy at 22:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Hardodri the Cornac Brawler level 7
79th Pyre 122nd year of Ascendancy at 13:54 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hardodri the Cornac Brawler level 31
3rd Decay 122nd year of Ascendancy at 16:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Hardodri the Cornac Brawler level 21
32nd Dusk 122nd year of Ascendancy at 15:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Hardodri the Cornac Brawler level 16
15th Dusk 122nd year of Ascendancy at 21:30 see stats
Log
The shield around Hardodri crumbles.
Bloated horror hits Hardodri for (21 flat reduction), (89 absorbed), 316 mind (316 total damage).
Mayunne the ghast uses Summon.
Mayunne the ghast summons Ghoul!
Hardodri lashes out with a flurry of fists.
Hardodri slows down.
Hardodri performs a melee critical strike against Galaith the ghoul!
Hardodri casts Nova.
Hardodri's spell attains critical power!
Bloated horror is dazed!
Galaith the ghoul is dazed!
Hardodri hits Galaith the ghoul for 157 physical, 100 physical, 23 lightning, 0 arcane, 23 lightning, 0 arcane, 206 physical, 23 lightning, 0 arcane, 72 lightning, 182 physical, 109 physical, 23 lightning, 0 arcane, 23 lightning, 0 arcane (939 total damage).
Hardodri hits Skeleton master archer for 82 lightning damage.
Hardodri hits Bloated horror for 57 lightning damage.
Skeleton archer's Shoot misses Hardodri.
Cyrawen the skeleton warrior casts Catalepsy.
Diseases BURN THROUGH Hardodri!
Hardodri is free from the rotting disease.
Bloated horror is not dazed anymore.
Bloated horror shrugs off Cyrawen the skeleton warrior's 'Weakness Disease'!
Skeleton master archer is not dazed anymore.
Galaith the ghoul is not dazed anymore.
You feel a surge of power as a powerful creature falls nearby.
Hardodri is stunned!
Overkill hits Galaith the ghoul for 26 blight damage.
Overkill hits Skeleton master archer for 36 blight damage.
Overkill hits Bloated horror for 24 blight damage.
Cyrawen the skeleton warrior hits Hardodri for (21 flat reduction), 630 blight (630 total damage).
Hardodri the level 32 cornac brawler was diseased to death by Cyrawen the skeleton warrior on level 2 of Ruined halfling complex.






















































































