










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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 22 / 53% |
| Size | small |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 4th Dusk 122nd year of Ascendancy at 02:53 0 / 6Killed by Bill the Stone Troll at level 12 on the 4th Dusk 122nd year of Ascendancy at 03:46 Killed by Assassin Lord at level 18 on the 33rd Dusk 122nd year of Ascendancy at 23:09 Killed by shadow at level 19 on the 39th Dusk 122nd year of Ascendancy at 02:05 Killed by Urkis, the High Tempest at level 22 on the 59th Dusk 122nd year of Ascendancy at 11:53 Killed by Porewyn the Blightborn at level 22 on the 61st Dusk 122nd year of Ascendancy at 02:13 |
Primary Stats
| Strength | 45 (base 23) |
| Dexterity | 20 (base 12) |
| Constitution | 34 (base 22) |
| Magic | 24 (base 12) |
| Willpower | 63 (base 42) |
| Cunning | 48 (base 27) |
Resources
| Life | -21/320 |
| Psi | 121/375 |
| Healing Factor | 1.2853365646231 |
| Regeneration | 8.0333535288944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +109% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 37 |
| Crit Chance | 23% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Nature | +18% |
| Fire | +5% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +15% |
| Cold | +10% |
| Fire | +13% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 18 |
| Physical Save | 43 |
| Spell Save | 43.75 |
| Mental Save | 49 |
Defense: Resistances
| Physical | + 8%( 70%) |
| Cold | + 11%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 9%( 70%) |
| Mind | + 27%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Poison Resistance | 20% |
| Confusion Resistance | 55% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 138.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -589 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1216 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.42 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Psionic / Mentalism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | 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 has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Marus of Elvala in creating an elixir of the savior. 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 chunk of ghoul flesh. * You've found the needed electric eel tail. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed orc heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 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 iron boots 'Scorchoath' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Con Changes resistances: +6% cold / +6% fire Changes resistances penetration: +15% light Light radius: +2 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Gunidezor'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes damage: +3% mind Life regen: +2.00 Light radius: +6 Healing mod.: +10% 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 | Sepsisbutcher the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +4 Dex / +5 Mag / +2 Con Changes resistances: +7% lightning / +8% temporal Changes damage: +6% nature Light radius: +2 A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 60.89 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | overpowered yew wand of shielding [power 380] (22/25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | XeraldamiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +3% temporal / +24% nature / +12% light Changes damage: +12% nature Reduces incoming crit damage: 5.00% Spell save: +3 (+0 eff.) Poison immunity: +20% Rings make your fingers look great! |
| On fingers | gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Physical power: +7 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | RavenshearCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% * 10% chance to reduce all saves and defense by 30 Changes resistances: +3% darkness Changes resistances penetration: +15% mind Changes damage: +3% mind Talent mastery: +0.12 Psionic / Feedback Amulets make your neck look great! |
| In main hand | Rimedredge (33-46 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +4 cold / +11 light / +16 darkness Damage (radius 2) on crit: +4 cold / +37 fire Damage against: +25% Undead When wielded/worn: Changes stats: +7 Str / +3 Dex / +7 Mag / +7 Wil / +7 Cun / +7 Con Changes resistances penetration: +13% fire / +10% darkness / +10% cold Global speed: +5% One-handed war axes. |
| Around waist | HarozorInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 2 acid Changes stats: +3 Wil Changes damage: +6% mind Mental save: +28 (+9 eff.) Psi when hit: +0.12 Maximum life: +63.00 A belt that goes around your waist. |
| In off hand | Duskstone the iron shield (0 def, 2 armour, 41.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +8% Changes stats: +3 Str / +3 Dex Changes resistances: +9% mind Talent granted: +1 Block Disease immunity: +10% Life regen: +4.00 Handheld deflection devices. |
| Cloak | resilient cashmere cloak of mindcraft (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Wil Maximum life: +34.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ivima the Glarewaker (19 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +25 (+9 eff.) Physical crit. chance: +5.0% Armour: +6 Defense: +19 (+8 eff.) Fatigue: +8% Changes resistances: +7% mind / +2% physical Changes damage: +6% light Mental save: +13 (+4 eff.) A suit of armour made of leather. |
Inventory
psionicist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Rings make your fingers look great! |
Ashransom (20-27 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 30 Damage (Melee): +7 mind When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +4 Wil Changes resistances: +9% acid / +9% fire Changes damage: +18% fire Sharp, short and deadly. |
Loroleromas (20-27 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 2 physical Changes resistances: +2% physical Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.steel dagger (12-15 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling steel longsword of vileness (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): +8 blight / +7 cold Sharp, long, and deadly. |
Tybers (28-39 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +8 Changes stats: +2 Con Changes resistances: +1% physical Changes resistances penetration: +8% all Only die when reaching: -20.00 life Blunt and deadly. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+13 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
SalataCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Dex / +6 Cun / +6 Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +5 Stealth bonus: +5 Physical save: +3 (+0 eff.) Maximum stamina: +30.00 Light radius: +1 Infravision radius: +4 A belt that goes around your waist. |
Festerwyrd (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +16 (+7 eff.) Changes stats: +3 Str / +2 Dex / +2 Cun Changes damage: +3% nature Reduces incoming crit damage: 10.00% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deliradrathel the Scaldransom (10 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% darkness / +3% blight Physical save: +6 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Eclipseravage the stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances: +29% lightning / +9% fire / +9% light Life regen: +5.00 Maximum life: +71.00 Healing mod.: +16% A suit of armour made of metal plates. |
5 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Erelemnir the Dimblast (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str Changes resistances: +6% nature / +9% darkness Physical save: +10 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+3 eff.) Teleport immunity: +10% Only die when reaching: -60.00 life Maximum life: +101.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Erelerarim (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +4 Wil / +5 Cun Changes resistances: +6% nature Changes resistances penetration: +5% acid Psi when hit: +0.08 Maximum psi: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
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 (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. |
overpowered yew totem of healing [power 368] (22/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 368 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of lightning storm [power 272] (22/22 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Activation puts all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
4 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. |
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
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SoliYeek the Yeek Solipsist level 21
56th Dusk 122nd year of Ascendancy at 19:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SoliYeek the Yeek Solipsist level 10
1st Dusk 122nd year of Ascendancy at 15:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SoliYeek the Yeek Solipsist level 20
39th Dusk 122nd year of Ascendancy at 16:08 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SoliYeek the Yeek Solipsist level 9
10th Flare 122nd year of Ascendancy at 05:55 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SoliYeek the Yeek Solipsist level 16
17th Dusk 122nd year of Ascendancy at 20:08 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SoliYeek the Yeek Solipsist level 21
58th Dusk 122nd year of Ascendancy at 07:31 see stats
Log
Your summoned 3-headed hydra disappears.
Fire drake roars!
Thought-forged warrior wanders around!
Fire drake hits Thought-forged warrior for (239 absorbed), 0 physical (0 total damage).
Isyda the corrupted dendritic hemospinner uses Set Up.
Isyda the corrupted dendritic hemospinner is moving defensively!
Corrupted dendritic hemospinner is free from the ice.
Corrupted plasmic disruptor is free from the ice.
Zubama the corrupted mastocytic feeder casts Virulent Strike.
The shield around thought-forged warrior crumbles.
Your resonance field crumbles under the damage!
The psychic field around SoliYeek crumbles.
Thought-forged warrior is confused and fails to use Attack.
SoliYeek mentally dismisses some damage!
SoliYeek converts some damage to Psi!
Ruin hits Zubama the corrupted mastocytic feeder for 2 healing, 8 healing, 8 healing (0 total damage) [17 healing].
Zubama the corrupted mastocytic feeder hits Thought-forged warrior for (10 absorbed), 49 cold, 68 blight, 17 blight, 67 blight, 6 blight, 17 blight (224 total damage).
Zubama the corrupted mastocytic feeder hits SoliYeek for (48 resonance), 17 to psi, 24 physical, (7 dismissed), (3 resonance), 1 to psi, 2 blight, (23 resonance), 10 to psi, 14 cold, 38 to psi, 55 physical, (2 dismissed), 1 to psi, 1 blight, (7 dismissed), 2 to psi, 3 blight (169 total damage).
Melee retaliation hits Zubama the corrupted mastocytic feeder for 2 acid, 4 fire, 4 mind, 2 acid, 4 fire, 4 mind (21 total damage).
Talent Distortion Wave is ready to use.
Talent Conversion is ready to use.
Talent Sunder Mind is ready to use.
SoliYeek receives 9 healing (9 psi heal).
SoliYeek fails to use Conversion.
Porewyn the Blightborn throws two quick punches.
SoliYeek converts some damage to Psi!
Porewyn the Blightborn hits SoliYeek for 38 to psi, 56 physical, 36 to psi, 53 physical (183 total damage).
Melee retaliation hits Porewyn the Blightborn for (2 flat reduction), 0 acid, (4 flat reduction), 0 fire, (4 flat reduction), 0 mind, (2 flat reduction), 0 acid, (4 flat reduction), 0 fire, (4 flat reduction), 0 mind (0 total damage).
SoliYeek the level 22 yeek solipsist was eviscerated to death by Porewyn the Blightborn on level 1 of inside a giant tentacle.




























































































