
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 29 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued crystal at level 10 on the 1st Flare 122nd year of Ascendancy at 18:31 0 / 7Killed by Guy at level 17 on the 4th Regrowth 123rd year of Ascendancy at 04:33 Killed by Emora the elven tempest at level 26 on the 70th Pyre 123rd year of Ascendancy at 17:32 Killed by Celia at level 27 on the 3rd Dusk 123rd year of Ascendancy at 14:52 Killed by Brad the halfling at level 28 on the 29th Dusk 123rd year of Ascendancy at 02:33 Killed by Cyrille the umbral horror at level 29 on the 40th Haze 123rd year of Ascendancy at 21:00 Killed by Cyrille the umbral horror at level 29 on the 40th Haze 123rd year of Ascendancy at 23:47 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 65 (base 60) |
| Constitution | 26 (base 12) |
| Magic | 18 (base 12) |
| Willpower | 72 (base 54) |
| Cunning | 37 (base 12) |
Resources
| Life | -525/968 |
| Mana | 578/578 |
| Stamina | 240/355 |
| Equilibrium | 21 |
| Healing Factor | 1.3516586254954 |
| Regeneration | 37.054152392128 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 29.271521086458 |
| See Invisible | 29.271521086458 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 57 |
| Crit Chance | 15% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Fire | +13% |
| Arcane | +7% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Cold | +20% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 59.546329491932 (86.437502051092%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 30%( 70%) |
| Nature | + 34%( 70%) |
| Cold | + 17%( 70%) |
| Blight | + 26%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 60%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 66% |
| Bleed Resistance | 40% |
| Confusion Resistance | 19% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
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 Constitution by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 53. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed black mamba head. * You've found the needed red crystal shard. Agrimley 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 vial of wight ectoplasm. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Arminarista the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +1 Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +9% mind Stamina each turn: +0.60 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Skynoon (0/19, 43-52 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Damage (Ranged): +8 mind Damage (radius 1) on hit: +12 mind / +4 fire Damage (radius 2) on crit: +20 lightning / +4 mind Shots are used with slings to pummel your foes to death. |
| Light source | preserving alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil / +3 Con Changes resistances: +8% blight Changes damage: +7% mind Life regen: +7.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| 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.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Velimita (25 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +25 (+7 eff.) Changes stats: +5 Dex / +6 Mag Changes damage: +7% arcane Stamina each turn: +3.00 Mana each turn: +0.04 Spell crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bokedunadig the ash totem of healing [power 182] (22/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun / +5 Wil It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 177.14 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Fulesin the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +4 Cun Changes resistances: +26% fire / +6% nature / +3% cold Changes damage: +13% fire Stun/Freeze immunity: +25% Life regen: +4.00 Rings make your fingers look great! |
| Around neck | grounding copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +40% Stun/Freeze immunity: +22% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | fungal hardened leather sling of cunning (+3)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +3 Cun / +1 Con Changes resistances penetration: +6% physical Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 114 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
| Around waist | FrigidbreezeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +19 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes resistances: +15% lightning / +6% nature Changes resistances penetration: +20% cold Reduces incoming crit damage: 10.00% Physical save: +15 (+7 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In off hand | voratun shield 'Coalwaker' (0 def, 10 armour, 68-81 power, 217 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +217 On weapon hit: * 20% chance to reduce damage dealt by 22% Damage (Melee): +17 cold / +15 nature When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 2 blight On shield block: * Deals 142 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Wil Changes resistances: +15% blight / +11% cold / +16% nature / +23% fire Changes resistances penetration: +15% arcane Talent granted: +1 Block Maximum life: +36.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
| Cloak | linen cloak 'Aritha' (21 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +21 (+6 eff.) Fatigue: -3% Changes resistances: +3% nature / +9% fire Mental save: +3 (+1 eff.) Only die when reaching: -20.00 life Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of Eyal (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +3.00 Maximum life: +22.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
archmage's gold amulet of magic (+8) =8 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Mag Changes damage: +5% acid / +6% fire / +5% cold / +7% lightning Spellpower: +4 (+3 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Coalhacker =4 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +6% darkness / +6% fire Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Knockback immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Issudunik =2 mag=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Mag Changes resistances penetration: +25% arcane Disarm immunity: +20% Pinning immunity: +34% Knockback immunity: +28% Maximum life: +27.00 Maximum mana: +80.00 Spell crit. chance: +2% Rings make your fingers look great! |
warrior's steel ring =3 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
hardened leather sling 'Sootqueller' =3 mag=Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +4 darkness When wielded/worn: Ammo reloads per turn: +3 Damage when hit (Melee): 6 mind Changes stats: +1 Cun / +3 Mag Changes resistances penetration: +7% temporal / +5% darkness / +8% physical Changes damage: +7% temporal / +12% darkness / +10% physical Talent mastery: +0.20 Chronomancy / Bow Threading Light radius: +2 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
GorugahorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances penetration: +25% blight Life regen: +0.90 Healing mod.: +13% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Searqueller =2 str=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +2 Str / +2 Dex / +6 Wil Changes resistances: +6% fire / +7% cold Infravision radius: +1 A belt that goes around your waist. |
noble's rough leather belt of magery =4 mag=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +7 Wil / +4 Cun Damage against: +16% Summoned Reduced damage from: +15% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
pair of dwarven-steel boots 'Charcast' (0 def, 4 armour) =2 str 5 mag 2 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +5 Mag / +8 Cun / +2 Con Changes resistances penetration: +5% fire Physical save: +13 (+6 eff.) Mental save: +17 (+8 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hogund the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Wil / +3 Con Changes resistances: +5% arcane / +6% mind Physical save: +18 (+9 eff.) Spell save: +5 (+3 eff.) Mental save: +15 (+7 eff.) Cut immunity: +20% Disarm immunity: +20% Confusion immunity: +10% Mana when firing critical spell: +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+3) (0 def, 7 armour) =3 str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +7 Damage (Melee): 7 physical Changes stats: +3 Str Changes damage: +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betutha the hardened leather cap (4 def, 3 armour) =4 con=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil / +7 Cun / +4 Con Changes resistances: +3% cold Changes resistances penetration: +5% mind Reduces incoming crit damage: 10.00% A cap made of leather. |
marauder's cured leather armour of the hero (10 def, 4 armour) =7 str 4 mag=Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +7% Changes stats: +7 Str / +8 Dex / +4 Mag / +4 Wil / +5 Cun Physical save: +6 (+3 eff.) Maximum life: +40.00 A suit of armour made of leather. |
rejuvenating hardened leather armour of the deep (9 def, 7 armour) =-=Water Breathing=-=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +8% acid / +7% cold Allows you to breathe in: water Life regen: +2.80 Stamina each turn: +0.80 A suit of armour made of leather. |
2 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. |
140 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. |
3 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. |
5 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +22.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Strikeream' (dig speed 29 turns) =3 str 3 mag 1 con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +3 Mag / +1 Con Changes resistances: +6% mind When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Coalclamor =3 str 3 con=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +3% darkness / +3% cold Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +7 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Guy the Cornac Wanderer level 28
66th Dusk 123rd year of Ascendancy at 21:41 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Guy the Cornac Wanderer level 24
60th Pyre 123rd year of Ascendancy at 11:14 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Guy the Cornac Wanderer level 14
18th Dusk 122nd year of Ascendancy at 09:41 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Guy the Cornac Wanderer level 19
52nd Regrowth 123rd year of Ascendancy at 06:34 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Guy the Cornac Wanderer level 21
55th Regrowth 123rd year of Ascendancy at 04:37 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Guy the Cornac Wanderer level 29
7th Haze 123rd year of Ascendancy at 13:16 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Guy the Cornac Wanderer level 24
45th Pyre 123rd year of Ascendancy at 06:57 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Guy the Cornac Wanderer level 28
66th Dusk 123rd year of Ascendancy at 18:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Guy the Cornac Wanderer level 10
8th Mirth 122nd year of Ascendancy at 09:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Guy the Cornac Wanderer level 20
53rd Regrowth 123rd year of Ascendancy at 11:36 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Guy the Cornac Wanderer level 28
66th Dusk 123rd year of Ascendancy at 21:41 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Guy the Cornac Wanderer level 18
33rd Regrowth 123rd year of Ascendancy at 21:50 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Guy the Cornac Wanderer level 29
14th Haze 123rd year of Ascendancy at 00:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Guy the Cornac Wanderer level 26
1st Flare 123rd year of Ascendancy at 01:52 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Guy the Cornac Wanderer level 28
66th Dusk 123rd year of Ascendancy at 21:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Guy the Cornac Wanderer level 10
8th Mirth 122nd year of Ascendancy at 09:45 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Guy the Cornac Wanderer level 28
66th Dusk 123rd year of Ascendancy at 21:41 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Guy the Cornac Wanderer level 26
70th Pyre 123rd year of Ascendancy at 06:18 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Guy the Cornac Wanderer level 19
52nd Regrowth 123rd year of Ascendancy at 02:30 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Guy the Cornac Wanderer level 24
46th Pyre 123rd year of Ascendancy at 12:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Guy the Cornac Wanderer level 28
66th Dusk 123rd year of Ascendancy at 07:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Guy the Cornac Wanderer level 16
4th Haze 122nd year of Ascendancy at 07:11 see stats
Log
Shadow hits Guy for (10 absorbed), 6 physical (6 total damage).
Shadow hits Guy for (11 absorbed), 0 physical (0 total damage).
Guy gains 0% of a turn from Ancestral Life.
Cyrille the umbral horror's creeping dark hits Guy for 51 darkness damage.
Guy is seared.
Something strikes Guy in the darkness (+33% damage).
Something hits Guy for 288 lightning damage.
Guy gains 0% of a turn from Ancestral Life.
Guy hits Shadow for 23 physical, 9 arcane (32 total damage).
Guy cleverly deflects the attack with his shield!
You do not have enough ammo left!
Guy repels an attack from Shadow.
Shadow is fully armored again.
Shadow hits Guy for 15 physical damage.
Melee retaliation hits Shadow for 1 blight damage.
Guy gains 0% of a turn from Ancestral Life.
Guy is no longer dominated.
Cyrille the umbral horror's creeping dark hits Guy for 51 darkness damage.
Something strikes Guy in the darkness (+33% damage).
Something hits Guy for 292 fire damage.
Guy gains 0% of a turn from Ancestral Life.
Guy hits Shadow for 23 physical, 9 arcane (32 total damage).
Shadow misses Guy.
Shadow misses Guy.
Cyrille the umbral horror's creeping dark hits Guy for 62 darkness damage.
Something strikes Guy in the darkness (+33% damage).
Something hits Guy for 394 physical damage.
Guy the level 29 cornac wanderer was squished to death by Cyrille the umbral horror on level 1 of Yiilkgur, the Sher'Tul Fortress.











































































































