









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Oozemancer |
| Level / Exp | 30 / 86% |
| Size | small |
| Lifes / Deaths | Killed by Saleda the midge swarm at level 14 on the 2nd Dusk 122nd year of Ascendancy at 03:51 0 / 7Killed by Ivira the ghoul at level 22 on the 71st Dusk 122nd year of Ascendancy at 11:59 Killed by Xanevea the bone giant at level 24 on the 14th Haze 122nd year of Ascendancy at 16:09 Killed by Aerussra the dire wolf at level 26 on the 30th Haze 122nd year of Ascendancy at 12:05 Killed by war hound at level 30 on the 1st Regrowth 123rd year of Ascendancy at 21:00 Killed by skeleton master archer at level 30 on the 2nd Regrowth 123rd year of Ascendancy at 04:19 Killed by Aya at level 30 on the 2nd Regrowth 123rd year of Ascendancy at 04:24 |
| Antimagic | Follower |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 51 (base 40) |
| Magic | 10 (base 10) |
| Willpower | 86 (base 60) |
| Cunning | 51 (base 32) |
Resources
| Life | 501/501 |
| Equilibrium | 0 |
| Healing Factor | 1.2782805429864 |
| Regeneration | 0.3195701357466 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 54 |
| Crit Chance | 21% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Nature | +6% |
| Mind | +36% |
| Blight | +4% |
| Physical | +8% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 37 (30%) |
| Defense | 31 |
| Ranged Defense | 41 |
| Fatigue | 16 |
| Physical Save | 56 |
| Spell Save | 41 |
| Mental Save | 57 |
Defense: Resistances
| Physical | + 20%( 70%) |
| Fire | + 19%( 70%) |
| Arcane | + 46%( 70%) |
| Mind | + 36%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 95% |
| Poison Resistance | 76% |
| Blind Resistance | 76% |
| Silence Resistance | 60% |
| Bleed Resistance | 76% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 562 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Isovea the multi-hued crystal. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have been tasked to remove two 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 18. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed black mamba head. * You've found the needed sandworm tooth. 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 electric eel tail. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots of evasion (13 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+6 eff.) Fatigue: +3% Changes stats: +1 Cun / +1 Con Physical save: +12 (+4 eff.) Mental save: +14 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | EmelorinInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +2% physical Changes resistances penetration: +15% physical Changes damage: +3% physical Maximum life: +73.00 Light radius: +2 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 | Scumstreak (6 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +5% Changes resistances: +5% arcane / +6% all Changes damage: +6% nature Physical save: +46 (+12 eff.) Knockback immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Zubyma' (9 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+11 eff.) Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +3 Dex Stamina each turn: +0.80 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Eilinassra the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +21 (+7 eff.) Changes stats: +6 Str / +2 Dex / +7 Con Changes damage: +6% acid Critical mult.: +9.00% Physical save: +15 (+5 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Magmaking'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind / 16 fire Changes stats: +5 Cun / +5 Wil Changes damage: +21% mind / +9% fire Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | gold amulet 'Norek'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +12% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
| In main hand | Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+4 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 278.53 mind damage (based on Willpower) to all within radius 5, costing 40 power out of 3/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Around waist | rough leather belt 'Betota'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | Porothra (6 def, 20 armour, 104.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +5 Con / +2 Wil Changes resistances penetration: +10% mind Talent granted: +2 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
| Cloak | linen cloak 'Mardomarion' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Cun / +3 Wil Changes damage: +15% acid Mental save: +30 (+8 eff.) Equilibrium when hit: +0.12 Mental crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 71 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 71 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.steel amulet 'Xeriwe' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +9% blight / +21% cold / +10% physical / +9% fire Knockback immunity: +15% Stamina each turn: +0.50 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel amulet 'Zanurahad' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Mag Changes resistances penetration: +10% physical Physical save: +30 (+8 eff.) Spell save: +9 (+3 eff.) Teleport immunity: +50% Spellpower: +4 (+4 eff.) Spell crit. chance: +5% It can be used to teleport you randomly (rad 43), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Eilinuretha the NighttitanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +4 Str / +2 Mag / +3 Con Changes resistances: +6% darkness Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Maximum encumbrance: +29 See invisible: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.cured leather sling 'Prismslice' Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +10 fire When wielded/worn: Changes resistances: +1% physical / +6% darkness / +12% temporal Changes damage: +6% light / +8% fire Physical save: +9 (+3 eff.) Disarm immunity: +30% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Maloharavon (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +6% darkness Changes damage: +20% temporal Talent granted: +1 Command Staff Spell save: +10 (+3 eff.) Confusion immunity: +40% Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff 'Xerimira' (20-24 power, 5 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +2 Con Changes resistances: +9% light Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +30 (+10 eff.) Knockback immunity: +15% Mana each turn: +0.22 Maximum mana: +65.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Silidanor the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +15% arcane Changes damage: +6% acid / +12% blight Physical save: +8 (+3 eff.) Spell save: +25 (+8 eff.) Mental save: +8 (+2 eff.) Damage Shield penetration: +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots 'Islolraba' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Fatigue: -4% Changes stats: +5 Str Changes resistances: +6% blight / +9% cold / +3% light / +6% temporal Critical mult.: +9.00% Maximum encumbrance: +29 Physical save: +11 (+4 eff.) Stamina each turn: +0.80 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of fortune (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Changes stats: +8 Lck Spell crit. chance: +2% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.Holeg (16/16, 21-29.4 power, 13 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Crit. chance: +3.5% Capacity: 16 Travel speed: +200% Damage (Ranged): +14 cold / +16 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
14 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. |
114 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
4 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 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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. |
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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (139 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
This item will automatically be transmogrified when you leave the level.yew wand of conjuration [power 205] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 102 to 205, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
6 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. |
14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Aya the Yeek Oozemancer level 30
39th Haze 122nd year of Ascendancy at 22:07 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Aya the Yeek Oozemancer level 21
67th Dusk 122nd year of Ascendancy at 21:15 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Aya the Yeek Oozemancer level 24
7th Haze 122nd year of Ascendancy at 03:15 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Aya the Yeek Oozemancer level 21
30th Dusk 122nd year of Ascendancy at 21:46 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Aya the Yeek Oozemancer level 21
63rd Dusk 122nd year of Ascendancy at 10:58 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Aya the Yeek Oozemancer level 22
70th Dusk 122nd year of Ascendancy at 21:32 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aya the Yeek Oozemancer level 30
39th Haze 122nd year of Ascendancy at 21:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Aya the Yeek Oozemancer level 10
3rd Summertide 122nd year of Ascendancy at 19:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Aya the Yeek Oozemancer level 20
27th Dusk 122nd year of Ascendancy at 11:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Aya the Yeek Oozemancer level 30
38th Haze 122nd year of Ascendancy at 15:05 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Aya the Yeek Oozemancer level 30
44th Haze 122nd year of Ascendancy at 02:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Aya the Yeek Oozemancer level 9
10th Mirth 122nd year of Ascendancy at 06:32 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Aya the Yeek Oozemancer level 30
39th Haze 122nd year of Ascendancy at 22:07 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Aya the Yeek Oozemancer level 23
6th Haze 122nd year of Ascendancy at 07:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Aya the Yeek Oozemancer level 17
8th Dusk 122nd year of Ascendancy at 16:44 see stats
Log
Aya hits Barrow wight for 49 arcane damage.
Barrow wight's glacial vapour area effect hits Aya for (14 antimagic), 0 cold (0 total damage).
Barrow wight's glacial vapour area effect hits Barrow wight for 5 cold damage.
Aya is invigorated by the attack!
Barrow wight's glacial vapour area effect hits Barrow wight for 5 cold damage.
Barrow wight's glacial vapour area effect hits Aya for (14 antimagic), 0 cold (0 total damage).
Aya hits Barrow wight for 49 arcane damage.
Barrow wight casts Flameshock.
Aya shrugs off the effect 'Burning Shock'!
Barrow wight's glacial vapour area effect hits Barrow wight for 5 cold damage.
Skeleton master archer uses Pinning Shot.
Aya is pinned to the ground.
Skeleton master archer's Pinning Shot hits Aya for 116 physical damage.
Aya the level 30 yeek oozemancer was raked to death by a skeleton master archer on level 1 of Dreadfell.
You have no more lives left.
Aya deactivates Antimagic Shield.
The skin of Aya starts dripping acid.
Aya deactivates Psiblades.
Aya is no longer attuned.
Aya is no longer pinned.
Aya deactivates Mitosis.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Skeleton master archer's Pinning Shot killed Aya!
Saving done.
Saving game...




























































































