











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Light |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 23 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by radiant horror at level 16 on the 3rd Summertide 122nd year of Ascendancy at 13:27 0 / 6Killed by saw horror at level 16 on the 3rd Summertide 122nd year of Ascendancy at 14:25 Killed by worm that walks at level 17 on the 1st Flare 122nd year of Ascendancy at 10:19 Killed by Shasshhiy'Kaish at level 20 on the 7th Flare 122nd year of Ascendancy at 11:52 Killed by The Darkened Smith at level 21 on the 8th Flare 122nd year of Ascendancy at 07:25 Killed by Sunny's Inner Demon at level 23 on the 14th Dusk 122nd year of Ascendancy at 16:06 |
Primary Stats
| Strength | 75 (base 50) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 81 (base 48) |
| Cunning | 19 (base 10) |
Resources
| Life | -65/696 |
| Hate | 100/100 |
| Healing Factor | 1.939067807554 |
| Regeneration | 25.692648450091 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 3 |
| Stealth | 23 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +23% |
| Fire | +18% |
| Nature | +19% |
| Physical | +13% |
| Mind | +14% |
| All | +8% |
Offense: Damage Penetration
| Cold | +25% |
| Lightning | +10% |
| Mind | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 51.723073231957 (96.438666929426%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 25 |
| Physical Save | 47 |
| Spell Save | 43 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 62%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 96%(100%) |
| Temporal | + 18%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Pinning Resistance | 100% |
| Bleed Resistance | 10% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 306 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 643% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 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 Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *The source of this power should... exist. Take it, and break free of this fractured place! | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *Whatever awaits you in this place, it seems divided and fractured. Claim its power and put it to better use! | active |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Psionic/Augmented Mobility tree, unlocked. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Technique/Conditioning tree, unlocked. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
| On feet | Samolin (radiant) (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +3 Changes stats: +4 Str / +1 Dex / +8 Mag / +10 Wil / +2 Cun / +3 Con Changes resistances: +34% fire / +25% light / +11% cold Light radius: +3 Infravision radius: +3 Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | The Beacon of the Sun The Beacon of the SunPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+4 eff.) Damage (Melee): 25 Lite Light Burst (radius 1) Changes stats: +15 Str Changes resistances: +50% light / +10% all Changes resistances cap: +30% light Changes damage: +15% light / +8% all Damage affinity(heal): +20% light Physical save: +32 (+11 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+6 eff.) Pinning immunity: +100% Maximum life: +160.00 Light radius: +10 Healing mod.: +40% Unbreakable. Immovable. It is a bastion of solidity, an unshakeable foundation in a world that changes all too often. |
| On head | cashmere wizard hat 'Ebonysnake' (Madness) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% darkness Changes resistances penetration: +25% mind Changes damage: +12% darkness / +6% mind Mindpower: +10 (+4 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (dulled) (Corpses) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 16% chance to reduce damage dealt by 25% Changes stats: +5 Wil Changes resistances: +10% darkness / +18% fire / +10% nature / +20% light Changes damage: +10% fire Spell save: +18 (+6 eff.) When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire Curse of Corpses It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 246.04 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Icebane the stralite torque of gale force [power 295] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +9% acid / +3% cold Changes resistances penetration: +25% cold It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 333 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Cyrinne the gold amulet (living)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Wil / +5 Cun / +7 Lck Changes resistances: +6% blight / +6% temporal / +3% lightning Life regen: +10.00 Healing mod.: +22% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
| In main hand | stralite waraxe 'Boltquick' (sludge-dripping) (Corpses) (37-52 power, 15 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 7% chance to slow global speed by 59% On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Damage Shield penetration (this weapon only): +13% Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +9% lightning / +9% cold Changes resistances penetration: +10% lightning Curse of Corpses One-handed war axes. |
| Around waist | Girdle of the Calm Waters (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Runinarileg the Mirevile (Shrouds) (0 def, 8 armour, 45-54 power, 139.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon hit: * 20% chance to slow global speed by 59% * 10% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) On shield block: * Cause enemies within radius 6 to bleed for 257 physical damage over 5 turns (1/turn) Changes resistances: +10% blight / +15% fire / +17% nature / +3% temporal Changes resistances penetration: +10% nature Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
| Cloak | Aluchik the cashmere cloak (Misfortune) (22 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +22 (+11 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +15% cold Disease immunity: +20% Cut immunity: +10% Disarm immunity: +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glorayana (Corpses) (0 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +17% Changes stats: +4 Wil Changes resistances: +18% acid Physical save: +6 (+2 eff.) Life regen: +3.00 Mana each turn: +0.08 Maximum life: +33.00 Healing mod.: +13% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A suit of armour made of metal plates. |
Inventory
gold ring 'Fulodunahir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% darkness / +1% physical Critical mult.: +15.00% Stun/Freeze immunity: +27% Life regen: +4.00 Maximum stamina: +10.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+3 eff.) Maximum stamina: +13.00 Rings make your fingers look great! |
steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
voratun battleaxe 'Xerabreda' (weapon of light) (Nightmares) (58-86 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +19 blinding light Damage (radius 1) on hit: +23 judgement When wielded/worn: Accuracy: +33 (+11 eff.) Armour penetration: +17 Physical crit. chance: +36.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 * 20% chance to slow global speed by 59% * 10 arcane resource burn Damage when hit (Melee): 2 mind Changes stats: +9 Dex Changes resistances: +12% acid Changes resistances penetration: +5% mind Critical mult.: +27.00% Combat speed: +10% Healing mod.: +11% Curse of Nightmares Massive two-handed battleaxes. |
Ce'Noldatha the Scaldbreaker (Madness) (30-44 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+4 eff.) Changes resistances: +9% fire Changes resistances penetration: +5% nature / +10% fire Changes damage: +3% fire Mental save: +6 (+3 eff.) Disarm immunity: +36% Maximum psi: +10.00 Curse of Madness Massive two-handed mauls. |
Lightningumbra (Nightmares) (50-76 power, 3 apr)Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.5 - 75.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +60 acid / +42 nature / +4 lightning When wielded/worn: Armour penetration: +14 Changes stats: +3 Str / +4 Mag / +5 Cun / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +23% acid / +20% nature Light radius: +3 Curse of Nightmares Massive two-handed mauls. |
Rhorim the stralite greatsword (Misfortune) (48-77 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +5.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 light Damage against: +17% Undead When wielded/worn: Physical crit. chance: +33.0% Physical power: +14 (+4 eff.) Armour: +2 Changes stats: +2 Str Changes damage: +18% physical Critical mult.: +10.00% Curse of Misfortune Massive two-handed swords. |
flaming stralite greatsword of massacre (Madness) (64-102 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Curse of Madness Massive two-handed swords. |
resilient linen cloak of battle (Corpses) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Maximum life: +31.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots of speed (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Infravision radius: +2 Movement speed: +25% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Floodgate of Thought (Shrouds) (0 def, 0 armour)Infused by nature Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +16 Cun This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). Curse of Shrouds This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
hardened leather cap 'Snowpride' (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 2 cold Changes stats: +2 Wil / +6 Con Maximum hate: +4.00 Mindpower: +25 (+9 eff.) Curse of Nightmares A cap made of leather. |
prismatic iron helm of dexterity (+2) (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +11% light / +11% darkness Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Camutorin the Winterfoe (living) (Shrouds) (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 cold Changes resistances: +10% blight / +15% nature / +35% lightning Changes resistances penetration: +5% fire / +10% cold Changes damage: +9% cold Life regen: +10.00 Healing mod.: +22% Curse of Shrouds A suit of armour made of mail. |
Belavena the steel shield (sludge-imbued) (Nightmares) (0 def, 4 armour, 14-17 power, 38.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 On weapon hit: * 16% chance to reduce armor by 21% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 3 acid Changes stats: +3 Str / +1 Wil / +2 Cun Changes resistances: +17% lightning / +18% fire / +20% nature / +20% acid Changes damage: +10% nature / +10% acid Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
Black Mesh (Corpses) (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Corpses Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Voidbreak (Misfortune) (0 def, 6 armour, 32-38 power, 80 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * 10% chance to reduce damage dealt by 25% Damage (Melee): +16 mind When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 2 mind / 6 darkness Changes resistances: +13% light / +22% darkness Changes damage: +9% acid Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
icy stralite shield of winter (Nightmares) (0 def, 8 armour, 52-62 power, 142 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: 51.5 - 61.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (Melee): +14 cold When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 3 ice On shield block: * Deals 175 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Wil Changes resistances: +11% cold Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
3 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. |
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. |
2 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rainglean [power 44] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +9% nature It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Activation puts all charms on cooldown for 20 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. |
5 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. |
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. |
2 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. |
3 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. |
3 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Sunny the Cornac Cursed level 10
77th Pyre 122nd year of Ascendancy at 01:53 see stats
Level 20
Got a character to level 20.By Sunny the Cornac Cursed level 20
4th Flare 122nd year of Ascendancy at 08:15 see stats
Made Whole
You survived the ambush in Old Mythrescar and became whole again.By Sunny the Cornac Cursed level 22
1st Dusk 122nd year of Ascendancy at 02:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sunny the Cornac Cursed level 11
2nd Mirth 122nd year of Ascendancy at 17:56 see stats
Log
Sunny has been dominated!
Something performs a melee critical strike against Sunny!
Sunny is covered in acid!
Sunny repels an attack from Something.
Sunny HEALS from light damage!
Something hits Sunny for (46 rampage shugs off), 107 physical, 3 light, 5 healing, 2 lightning (112 total damage) [5 healing].
Nightmare horror casts Rune: Shielding.
A shield forms around nightmare horror.
Dreaming horror uses Distortion Bolt.
Dreaming horror notices you at the last moment!
Dreaming horror's mind surges with critical power!
Sunny's Inner Demon is surrounded by a cursed miasma.
Dreaming horror mentally dismisses some damage!
Dreaming horror converts some damage to Psi!
Sunny hits Sunny's Inner Demon for (4 absorbed), 0 darkness, (6 absorbed), 0 mind (0 total damage).
Sunny hits Dreaming horror for 29 to psi, 45 physical, (6 dismissed), 2 to psi, 3 light, (2 dismissed), 1 to psi, 1 darkness, (3 dismissed), 0 to psi, 1 mind (82 total damage).
Dreaming horror hits Sunny for 40 mind damage.
Dreaming horror's Distortion Bolt hits Sunny for 220 physical damage.
Devourer speeds up.
Saw horror speeds up.
Sunny's Inner Demon briefly catches sight of you!
Skeleton archer uses Bone Armour.
A shield forms around skeleton archer.
Blade horror stops bleeding.
Sunny's Inner Demon performs a melee critical strike against Sunny!
Melee retaliation hits Sunny's Inner Demon for (1 absorbed), 0 cold (0 total damage).
Sunny's Inner Demon hits Sunny for 158 physical damage.
Dreaming horror receives 10 healing (11 psi heal).
Sunny the level 23 cornac cursed was raked to death by a Sunny's Inner Demon on level 1 of Hidden Vault - Blackened Ruins (1).

































































































