Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Embers of Rage 1.4.4Official 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:
Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 25 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Cathlihea the human at level 16 on the 19th Haze 122nd year of Ascendancy at 04:45 5 / 1 |
Primary Stats
| Strength | 37 (base 29) |
| Dexterity | 20 (base 11) |
| Constitution | 50 (base 37) |
| Magic | 30 (base 11) |
| Willpower | 56 (base 29) |
| Cunning | 62 (base 30) |
Resources
| Life | 647/627 |
| Mana | 342/382 |
| Hate | 2/100 |
| Healing Factor | 0.77853679783524 |
| Regeneration | 5.0215623460373 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 9 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 35 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 35 |
| Crit Chance | 20% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 2 |
| Physical Save | 48 |
| Spell Save | 31 |
| Mental Save | 54 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 24% |
| Fear Resistance | 28% |
| Teleport Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 303 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 250 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Cursed / One with shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gesture of Pain |
| talent | Chant of Fortitude |
| talent | Deflection |
| talent | Call Shadows |
| talent | Premonition |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -2 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -2 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+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 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 ice 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 21. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. * '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.' 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 snow giant kidney. * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 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 drakeskin leather boots 'Anunarifast' (Nightmares) (0 def, 5 armour) pair of drakeskin leather boots 'Anunarifast' (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Con Changes resistances: +11% lightning / +9% temporal Changes resistances penetration: +5% blight / +15% arcane Changes damage: +9% arcane Physical save: +21 (+7 eff.) Mental save: +24 (+7 eff.) Life regen: +4.40 Spellpower on spell critical (stacks up to 3 times): +6 Healing mod.: +15% Curse of Nightmares A pair of boots made of leather. |
| Light source | Earyrain the alchemist's lamp Earyrain the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str Critical mult.: +3.00% Mental save: +8 (+3 eff.) Light radius: +3 See stealth: +9 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Earyrath' (Shrouds) (0 def, 4 armour) dwarven-steel helm 'Earyrath' (Shrouds) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +2% physical Critical mult.: +6.00% Physical save: +19 (+7 eff.) Stamina each turn: +0.60 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves of dispersion (Madness) (0 def, 1 armour) rough leather gloves of dispersion (Madness) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One 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 (+3 eff.) Mindpower: +5 (+2 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 12 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 80% 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. |
| On fingers | Camonarikhad the steel ring Camonarikhad the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind / 4 acid Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +10% acid Changes damage: +6% acid Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.6 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 33 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | steel amulet of teleportation steel amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | projecting vined mindstar of storms (Corpses) (5-5.5 power, 18 apr, nature damage) projecting vined mindstar of storms (Corpses) (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +5% lightning Changes damage: +13% lightning / +7% fire / +6% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | spiritwalker's hardened leather belt of burglary (Nightmares) spiritwalker's hardened leather belt of burglary (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +4 Cun / +7 Lck Trap disarming bonus: +7 Stealth bonus: +7 Mana each turn: +0.24 Maximum mana: +28.00 Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. |
| In off hand | vined mindstar of storms (Nightmares) (4-4.4 power, 18 apr, nature damage) vined mindstar of storms (Nightmares) (4-4.4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +1 Dex / +2 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +8% lightning Changes resistances penetration: +5% lightning Changes damage: +5% lightning Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | restorative cashmere cloak of implacability (Shrouds) (2 def, 0 armour) restorative cashmere cloak of implacability (Shrouds) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% nature / +12% blight Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Life regen: +1.80 Only die when reaching: -50.00 life Healing mod.: +12% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Calm (Shrouds) (15 def, 0 armour) The Calm (Shrouds) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Talent mastery: +0.20 Technique / Celestial arts Spellpower: +20 (+8 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Shrouds This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
wanderer's gold amulet of cunning (+3) wanderer's gold amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +3 Dex / +9 Cun / +5 Con Life regen: +0.40 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Islyldabeth the Shinevein (Corpses) (30.5-45.75 power, 2 apr) Islyldabeth the Shinevein (Corpses) (30.5-45.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Accuracy: +12 (+8 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +5 Str Changes resistances: +6% light Changes damage: +3% darkness / +12% physical Stamina when hit: +2.00 Curse of Corpses Massive two-handed battleaxes. |
void walker's yew magestaff of blasting (Madness) (20-24 power, 4 apr, fire element) void walker's yew magestaff of blasting (Madness) (20-24 power, 4 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: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness / +5% temporal Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +15 (+6 eff.) Spell crit. chance: +8% Defense after a teleport: +20 Resist all after a teleport: +13% New effects duration reduction after a teleport: +12% Reduces paradox anomalies(equivalent to willpower): +13 Curse of Madness It can be used to unleash an elemental blastwave, dealing 21.18 to 25.41 fire damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Mi-Cun Tingz-Nazti the Cornac Doomed level 19
41st Haze 122nd year of Ascendancy at 22:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mi-Cun Tingz-Nazti the Cornac Doomed level 16
73rd Dusk 122nd year of Ascendancy at 11:37 see stats
Exterminator
Killed 1000 creatures.By Mi-Cun Tingz-Nazti the Cornac Doomed level 18
39th Haze 122nd year of Ascendancy at 21:12 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mi-Cun Tingz-Nazti the Cornac Doomed level 23
18th Regrowth 123rd year of Ascendancy at 18:48 see stats
Level 10
Got a character to level 10.By Mi-Cun Tingz-Nazti the Cornac Doomed level 10
3rd Dusk 122nd year of Ascendancy at 20:52 see stats
Level 20
Got a character to level 20.By Mi-Cun Tingz-Nazti the Cornac Doomed level 20
53rd Haze 122nd year of Ascendancy at 01:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mi-Cun Tingz-Nazti the Cornac Doomed level 19
49th Haze 122nd year of Ascendancy at 22:08 see stats
The Arena
Unlocked Arena mode.By Mi-Cun Tingz-Nazti the Cornac Doomed level 10
7th Dusk 122nd year of Ascendancy at 03:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mi-Cun Tingz-Nazti the Cornac Doomed level 20
60th Haze 122nd year of Ascendancy at 18:09 see stats
The secret city
Discovered the truth about mages.By Mi-Cun Tingz-Nazti the Cornac Doomed level 7
1st Mirth 122nd year of Ascendancy at 17:19 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Mi-Cun Tingz-Nazti the Cornac Doomed level 20
59th Haze 122nd year of Ascendancy at 18:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mi-Cun Tingz-Nazti the Cornac Doomed level 20
66th Haze 122nd year of Ascendancy at 06:53 see stats
Log
Today is the 36th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 37th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 38th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 39th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 40th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 41st Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 42nd Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 43rd Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 44th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 45th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 46th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 47th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 48th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 49th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 50th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 51st Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 52nd Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 1 turns (stop reason: didn't move).
Today is the 53rd Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 54th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 55th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 56th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 57th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 58th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 59th Regrowth of the 169th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Mi-Cun Tingz-Nazti deactivates Call Shadows.
Mi-Cun Tingz-Nazti deactivates Chant of Fortitude.
Mi-Cun Tingz-Nazti deactivates Deflection.
Mi-Cun Tingz-Nazti deactivates Gesture of Pain.
Mi-Cun Tingz-Nazti deactivates Premonition.
