









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.7Official 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 | Drem |
| Class | Adventurer |
| Level / Exp | 20 / 86% |
| Size | big |
| Lifes / Deaths | Killed by runed bone giant at level 17 on the 16th Wealth 122nd year of Ascendancy at 19:03 0 / 6Killed by Silodhevena the Guardian at level 18 on the 38th Dearth 122nd year of Ascendancy at 11:07 Killed by Loarrr the halfling at level 18 on the 26th Loss 122nd year of Ascendancy at 10:05 Killed by Voranne the drem at level 19 on the 8th Shortage 122nd year of Ascendancy at 05:21 Killed by corrupted bandit at level 19 on the 8th Shortage 122nd year of Ascendancy at 20:13 Killed by Cyroyatha the thief at level 20 on the 13rd Shortage 122nd year of Ascendancy at 23:23 |
Primary Stats
| Strength | 36 (base 30) |
| Dexterity | 15 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 60 (base 44) |
| Willpower | 35 (base 25) |
| Cunning | 13 (base 12) |
Resources
| Mana | 229/229 |
| Equilibrium | 40 |
| Vim | 168/171 |
| Life | -56/482 |
| Positive | 85/97 |
| Stamina | 160/160 |
| Healing Factor | 0.019720767888297 |
| Regeneration | 0.0049301919720743 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +82.352941176471% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 34 |
| Crit Chance | 10% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +15% |
| Cold | +9% |
| All | 0% |
| Darkness | +8% |
| Light | +5% |
| Temporal | +5% |
| Fire | +23% |
| Lightning | +26% |
Offense: Damage Penetration
| Arcane | +25% |
| Darkness | +15% |
| Cold | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 46.413408721348 (66.666666666667%) |
| Defense | 16 |
| Ranged Defense | 22 |
| Fatigue | 40 |
| Physical Save | 32 |
| Spell Save | 35 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 60%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 59%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 70%( 70%) |
| Darkness | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Confusion Resistance | 20% |
| Pinning Resistance | 32% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| 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 241 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 43 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Drem | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Osmosis Shield |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Eldritch Infusion |
| talent | Thunderstorm |
| talent | Arcane Feed |
| detrimental effect | Reduces global action speed by 21%. Slow |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target is poisoned, taking 26.00 nature damage per turn and decreasing all heals received by 50%. Insidious Poison |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| detrimental effect | The target is poisoned, taking 113.47 nature damage per turn. Healing received is reduced by 57%. Damage dealt is reduced by 15%. Deadly Poison |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 5. Illness |
| beneficial effect | You regenerate a total of 195.65 life over the duration of the effect. Osmosis Regeneration |
| beneficial effect | Increases all resists by 4%. Elemental Harmony |
| detrimental effect | The target is poisoned, taking 38.49 nature damage per turn. Poison |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Horned Horror. * 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 minotaur nose. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed red crystal shard. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +2 Wil It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | brass lantern 'Ebonygrit'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances penetration: +15% darkness Changes damage: +12% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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 | 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 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| 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: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Tool | iron pickaxe 'Bethamilaith' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +7 Con Changes resistances: +6% darkness / +5% fire Infravision radius: +1 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 4 mind Changes stats: +3 Dex Changes resistances: +5% arcane / +22% fire Changes resistances penetration: +15% arcane Changes damage: +11% fire Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +23% Vim when hit: +1.00 Maximum life: +24.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +15% acid / +10% fire / +11% lightning / +11% cold Stun/Freeze immunity: +30% Spellpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | starseer's copper amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +11 Changes stats: +2 Mag Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Critical mult.: +11.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
| In main hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +0% acid / +15% cold / +33% fire Reduce damage by fixed amount: +0 acid / +13 fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | Shadeparry the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 2 acid Changes stats: +1 Cun / +3 Dex Changes damage: +3% darkness Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Keyon (0 def, 10 armour, 32.5-39 power, 80 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +6.5% Block value: +80 When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +18% lightning / +19% fire / +6% mind Reduce damage by fixed amount: +9 fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Snowsaw the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% lightning / +9% cold Changes resistances penetration: +10% cold Changes damage: +6% lightning / +9% cold / +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Delundur (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+4 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 acid / 12 fire Damage when hit (Melee): 13 acid / 11 fire Changes resistances: +17% acid / +23% fire / +7% physical / +19% cold Changes resistances penetration: +10% arcane / +20% temporal Talent granted: +2 Fiery Cleansing Physical save: +14 (+7 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
Inventory
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
QuenchradianceInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+6 eff.) Changes stats: +5 Dex / +3 Wil Changes resistances: +6% acid Changes resistances cap: +4% all Changes resistances penetration: +15% acid Changes damage: +18% cold Physical save: +9 (+5 eff.) Mental save: +10 (+5 eff.) Confusion immunity: +14% Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Vorolaith the steel amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +12% lightning / +9% fire Poison immunity: +20% Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +31.00 Amulets can have magical properties. |
starlit steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% light / +10% darkness Blindness immunity: +21% Amulets can have magical properties. |
Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Vim when hit: +1.00 All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
This item will automatically be transmogrified when you leave the level.Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 18/20) : Effective talent level: 3.0 Power cost: 20 out of 18/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 59.07 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.steel dagger of crippling (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.potent ash starstaff (18-21.6 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% darkness Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel steamsaw (14-21 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.0 - 21.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 26% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Blizzardsweeper the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +5 Mag Changes resistances: +15% cold Changes damage: +17% arcane Mana each turn: +0.12 Spellpower: +15 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glitterqueen the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +2 Wil / +1 Con Changes resistances: +3% light Changes resistances penetration: +25% cold Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing linen wizard hat (1 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% nature / +5% blight A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.steel shield (0 def, 4 armour, 14.5-17.4 power, 38.5 block) Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
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. |
demon seed [fire imp] (level 21, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 19, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% acid Reduce damage by fixed amount: +10 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +20% acid Reduce damage by fixed amount: +10 acid Demon status: dead (does not provide benefits). The seed of a demon. |
demon seed [wretchling] (level 23, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 31, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
iron pickaxe 'Glowcrypt' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness Changes damage: +3% light Spell save: +6 (+3 eff.) Disease immunity: +10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Matty the Drem Adventurer level 18
30th Dearth 122nd year of Ascendancy at 07:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Matty the Drem Adventurer level 14
21st Profit 122nd year of Ascendancy at 12:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Matty the Drem Adventurer level 19
7th Shortage 122nd year of Ascendancy at 23:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Matty the Drem Adventurer level 10
27th Voratun 122nd year of Ascendancy at 18:41 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Matty the Drem Adventurer level 20
9th Shortage 122nd year of Ascendancy at 08:33 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Matty the Drem Adventurer level 11
1st Acquisition 122nd year of Ascendancy at 08:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Matty the Drem Adventurer level 8
24th Voratun 122nd year of Ascendancy at 13:26 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Matty the Drem Adventurer level 18
32nd Dearth 122nd year of Ascendancy at 13:45 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Matty the Drem Adventurer level 17
23rd Wealth 122nd year of Ascendancy at 02:36 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Matty the Drem Adventurer level 18
31st Dearth 122nd year of Ascendancy at 22:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Matty the Drem Adventurer level 17
7th Wealth 122nd year of Ascendancy at 22:31 see stats
Log
Thunderstorm hits Cyroyatha the thief for 6 lightning damage.
Black Blood Bleeding from Matty hits Cyroyatha the thief for 7 darkness damage.
Matty uses Waters of Life.
Matty casts Healing Light.
Matty receives 4 healing.
Cyroyatha the thief uses Disarm.
Cyroyatha the thief performs a melee critical strike against Matty!
Matty's spell attains critical power!
Cyroyatha the thief performs a melee critical strike against Matty!
Matty is disarmed!
Cyroyatha the thief hits Matty for (56 turned into osmosis), 76 physical (76 total damage).
Melee retaliation hits Cyroyatha the thief for 5 acid, 5 fire, 2 mind, 2 arcane, 5 acid, 5 fire, 1 mind, 2 arcane (27 total damage).
Matty the level 20 drem adventurer was struck to death by Cyroyatha the thief on level 1 of Damp Cave.
Matty rearms.
Matty deactivates Arcane Combat.
Matty is not stunned anymore.
Matty deactivates Eldritch Infusion.
Matty deactivates Osmosis Shield.
Matty is no longer poisoned.
Matty deactivates Arcane Feed.
Matty deactivates Shield of Light.
Matty is free from the illness.
Matty deactivates Thunderstorm.
The furious lightning storm around Matty calms down and disappears.
Matty speeds up.
Matty stops being poisoned.
Matty deactivates Feather Wind.
Matty is no longer poisoned.
Matty deactivates Elemental Harmony.































































































