









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ghoul |
Class | Cursed |
Level / Exp | 16 / 63% |
Size | medium |
Lifes / Deaths | Killed by degenerated skeleton archer at level 2 on the 74th Pyre 122nd year of Ascendancy at 16:56 / 112Killed by Half-Finished Bone Giant at level 3 on the 76th Pyre 122nd year of Ascendancy at 09:16 Killed by skeleton master archer at level 5 on the 3rd Mirth 122nd year of Ascendancy at 07:02 Killed by Adawyn the degenerated skeleton warrior at level 5 on the 3rd Mirth 122nd year of Ascendancy at 07:13 Killed by Tire the halfling at level 5 on the 2nd Summertide 122nd year of Ascendancy at 21:53 Killed by Lion the human at level 5 on the 2nd Summertide 122nd year of Ascendancy at 22:30 Killed by Anleb the halfling at level 5 on the 2nd Summertide 122nd year of Ascendancy at 22:45 Killed by thought-forged bowman at level 5 on the 6th Flare 122nd year of Ascendancy at 07:59 Killed by thought-forged bowman at level 5 on the 6th Flare 122nd year of Ascendancy at 08:14 Killed by yellow jelly at level 6 on the 6th Flare 122nd year of Ascendancy at 15:47 Killed by stone troll at level 6 on the 6th Flare 122nd year of Ascendancy at 21:40 Killed by Xuthra the stone troll at level 6 on the 7th Flare 122nd year of Ascendancy at 02:22 Killed by copperhead snake at level 6 on the 7th Flare 122nd year of Ascendancy at 21:03 Killed by Bill the Stone Troll at level 7 on the 9th Flare 122nd year of Ascendancy at 17:28 Killed by midge swarm at level 9 on the 10th Flare 122nd year of Ascendancy at 21:21 Killed by Gunsnake at level 9 on the 2nd Dusk 122nd year of Ascendancy at 02:53 Killed by Gunsnake at level 9 on the 2nd Dusk 122nd year of Ascendancy at 05:21 Killed by Gunsnake at level 9 on the 2nd Dusk 122nd year of Ascendancy at 09:00 Killed by Gunsnake at level 9 on the 2nd Dusk 122nd year of Ascendancy at 14:05 Killed by The Possessed at level 10 on the 5th Dusk 122nd year of Ascendancy at 01:37 Killed by The Possessed at level 10 on the 5th Dusk 122nd year of Ascendancy at 02:20 Killed by shadow at level 11 on the 14th Dusk 122nd year of Ascendancy at 11:44 Killed by Nerema the degenerated skeleton warrior at level 11 on the 14th Dusk 122nd year of Ascendancy at 17:08 Killed by Ivavea the degenerated skeleton warrior at level 11 on the 15th Dusk 122nd year of Ascendancy at 07:23 Killed by Ivavea the degenerated skeleton warrior at level 11 on the 15th Dusk 122nd year of Ascendancy at 08:28 Killed by Ivavea the degenerated skeleton warrior at level 11 on the 15th Dusk 122nd year of Ascendancy at 10:16 Killed by Isleda the degenerated skeleton warrior at level 11 on the 15th Dusk 122nd year of Ascendancy at 12:31 Killed by Betikira the ghast at level 11 on the 15th Dusk 122nd year of Ascendancy at 18:08 Killed by umbral horror at level 11 on the 15th Dusk 122nd year of Ascendancy at 23:21 Killed by Glorelaith the skeleton warrior at level 11 on the 16th Dusk 122nd year of Ascendancy at 06:53 Killed by Betyda the skeleton master archer at level 11 on the 17th Dusk 122nd year of Ascendancy at 02:35 Killed by Betyda the skeleton master archer at level 11 on the 17th Dusk 122nd year of Ascendancy at 03:52 Killed by Betyda the skeleton master archer at level 12 on the 17th Dusk 122nd year of Ascendancy at 05:20 Killed by skeleton warrior at level 12 on the 18th Dusk 122nd year of Ascendancy at 11:36 Killed by Beludana the skeleton archer at level 12 on the 18th Dusk 122nd year of Ascendancy at 19:15 Killed by Mayawe the vampire at level 12 on the 18th Dusk 122nd year of Ascendancy at 20:09 Killed by Mayawe the vampire at level 12 on the 18th Dusk 122nd year of Ascendancy at 21:31 Killed by Mayawe the vampire at level 12 on the 18th Dusk 122nd year of Ascendancy at 23:42 Killed by Mayawe the vampire at level 12 on the 19th Dusk 122nd year of Ascendancy at 01:15 Killed by Beludana the skeleton archer at level 12 on the 19th Dusk 122nd year of Ascendancy at 02:28 Killed by skeleton archer at level 12 on the 19th Dusk 122nd year of Ascendancy at 03:23 Killed by Neranne the vampire at level 12 on the 20th Dusk 122nd year of Ascendancy at 20:40 Killed by Neranne the vampire at level 12 on the 20th Dusk 122nd year of Ascendancy at 21:57 Killed by Neranne the vampire at level 12 on the 21st Dusk 122nd year of Ascendancy at 00:31 Killed by Aneggor the quasit at level 12 on the 21st Dusk 122nd year of Ascendancy at 10:19 Killed by armoured skeleton warrior at level 12 on the 21st Dusk 122nd year of Ascendancy at 15:45 Killed by Xaldabeth the ghoul at level 12 on the 21st Dusk 122nd year of Ascendancy at 17:09 Killed by Xaldabeth the ghoul at level 12 on the 21st Dusk 122nd year of Ascendancy at 18:21 Killed by Xaldabeth the ghoul at level 12 on the 21st Dusk 122nd year of Ascendancy at 20:26 Killed by ghoul at level 13 on the 22nd Dusk 122nd year of Ascendancy at 00:23 Killed by Xanoma the skeleton warrior at level 13 on the 22nd Dusk 122nd year of Ascendancy at 06:33 Killed by Siloda the lesser vampire at level 13 on the 22nd Dusk 122nd year of Ascendancy at 16:14 Killed by Siloda the lesser vampire at level 13 on the 22nd Dusk 122nd year of Ascendancy at 17:57 Killed by skeleton warrior at level 13 on the 23rd Dusk 122nd year of Ascendancy at 09:37 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 10:36 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 10:58 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 11:22 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 11:57 Killed by Gloda the rogue at level 13 on the 23rd Dusk 122nd year of Ascendancy at 12:31 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 13:12 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 14:06 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 14:49 Killed by worm that walks at level 13 on the 23rd Dusk 122nd year of Ascendancy at 15:17 Killed by Vorimiwe the rogue sapper at level 13 on the 24th Dusk 122nd year of Ascendancy at 00:50 Killed by Vorimiwe the rogue sapper at level 13 on the 24th Dusk 122nd year of Ascendancy at 01:23 Killed by Vorimiwe the rogue sapper at level 13 on the 24th Dusk 122nd year of Ascendancy at 02:10 Killed by Glayamina the degenerated skeleton warrior at level 13 on the 24th Dusk 122nd year of Ascendancy at 03:34 Killed by Cyrilevea the bloated horror at level 13 on the 24th Dusk 122nd year of Ascendancy at 07:37 Killed by Cyrilevea the bloated horror at level 13 on the 24th Dusk 122nd year of Ascendancy at 08:17 Killed by Cyrilevea the bloated horror at level 13 on the 24th Dusk 122nd year of Ascendancy at 09:55 Killed by Cyrilevea the bloated horror at level 13 on the 24th Dusk 122nd year of Ascendancy at 11:40 Killed by bloated horror at level 13 on the 24th Dusk 122nd year of Ascendancy at 18:21 Killed by bloated horror at level 13 on the 24th Dusk 122nd year of Ascendancy at 19:36 Killed by thief at level 13 on the 25th Dusk 122nd year of Ascendancy at 07:15 Killed by ghoulking at level 13 on the 26th Dusk 122nd year of Ascendancy at 00:32 Killed by skeleton mage at level 13 on the 26th Dusk 122nd year of Ascendancy at 05:57 Killed by dread at level 13 on the 26th Dusk 122nd year of Ascendancy at 07:50 Killed by dread at level 13 on the 26th Dusk 122nd year of Ascendancy at 09:54 Killed by dread at level 13 on the 26th Dusk 122nd year of Ascendancy at 11:49 Killed by elder vampire at level 14 on the 26th Dusk 122nd year of Ascendancy at 19:12 Killed by skeleton mage at level 14 on the 26th Dusk 122nd year of Ascendancy at 20:59 Killed by ritch flamespitter at level 14 on the 27th Dusk 122nd year of Ascendancy at 05:24 Killed by Islussra the giant carpenter ant at level 14 on the 27th Dusk 122nd year of Ascendancy at 07:02 Killed by war hound at level 14 on the 27th Dusk 122nd year of Ascendancy at 08:17 Killed by Belaba the bandit at level 14 on the 27th Dusk 122nd year of Ascendancy at 11:08 Killed by Belaba the bandit at level 14 on the 27th Dusk 122nd year of Ascendancy at 11:53 Killed by Arath the red jelly at level 14 on the 27th Dusk 122nd year of Ascendancy at 12:38 Killed by Arath the red jelly at level 14 on the 27th Dusk 122nd year of Ascendancy at 14:13 Killed by Arath the red jelly at level 14 on the 27th Dusk 122nd year of Ascendancy at 14:57 Killed by Glawen the skeleton warrior at level 14 on the 27th Dusk 122nd year of Ascendancy at 20:17 Killed by Glawen the skeleton warrior at level 14 on the 27th Dusk 122nd year of Ascendancy at 21:32 Killed by Xerinor the skeleton mage at level 14 on the 27th Dusk 122nd year of Ascendancy at 22:50 Killed by Lisoba the skeleton warrior at level 14 on the 27th Dusk 122nd year of Ascendancy at 23:27 Killed by Lisoba the skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 00:53 Killed by Lisoba the skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 01:51 Killed by Lisoba the skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 03:32 Killed by Lisoba the skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 04:26 Killed by Glibrebeth the skeleton magus at level 14 on the 28th Dusk 122nd year of Ascendancy at 05:24 Killed by disarming trap at level 14 on the 28th Dusk 122nd year of Ascendancy at 06:33 Killed by armoured skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 08:53 Killed by Lord of Skulls (warrior) at level 14 on the 28th Dusk 122nd year of Ascendancy at 10:29 Killed by The Master at level 14 on the 28th Dusk 122nd year of Ascendancy at 11:22 Killed by armoured skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 11:57 Killed by Lord of Skulls (warrior) at level 14 on the 28th Dusk 122nd year of Ascendancy at 13:16 Killed by armoured skeleton warrior at level 14 on the 28th Dusk 122nd year of Ascendancy at 14:10 Killed by The Master at level 14 on the 28th Dusk 122nd year of Ascendancy at 15:50 Killed by The Master at level 14 on the 28th Dusk 122nd year of Ascendancy at 16:46 Killed by The Master at level 14 on the 28th Dusk 122nd year of Ascendancy at 17:41 Killed by The Master at level 14 on the 28th Dusk 122nd year of Ascendancy at 18:51 Killed by elder vampire at level 14 on the 28th Dusk 122nd year of Ascendancy at 19:50 Killed by elder vampire at level 14 on the 28th Dusk 122nd year of Ascendancy at 20:49 Killed by The Master at level 14 on the 28th Dusk 122nd year of Ascendancy at 21:44 |
Primary Stats
Strength | 39 (base 24) |
Dexterity | 19 (base 10) |
Constitution | 38 (base 21) |
Magic | 10 (base 10) |
Willpower | 42 (base 36) |
Cunning | 23 (base 10) |
Resources
Life | 528/528 |
Hate | 88/100 |
Healing Factor | 1.2524334318352 |
Regeneration | 4.0704086534644 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 67 |
Accuracy | 40 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Mind | +36% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Arcane | +20% |
Fire | +15% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 35.335093952971 (47.857809501309%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 12 |
Physical Save | 27 |
Spell Save | 25 |
Mental Save | 26 |
Defense: Resistances
Cold | + 9%( 70%) |
Lightning | + 7%( 70%) |
Light | + 33%( 70%) |
Darkness | + 7%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 15%( 70%) |
Fire | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 78% |
Bleed Resistance | 100% |
Confusion Resistance | 48% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 173 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
You failed to protect the injured seer from death by Glawen the skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by midge swarm. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Neranne the vampire. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 7 of Dreadfell) | failed |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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! | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 2 physical Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +15% physical Critical mult.: +25.00% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +3% Changes resistances: +3% lightning / +3% darkness / +9% blight / +5% arcane / +4% all Changes resistances penetration: +15% fire Reduces incoming crit damage: 5.00% Physical save: +8 (+4 eff.) Mental save: +3 (+1 eff.) Curse of Madness A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% arcane Changes damage: +6% mind Critical mult.: +5.00% Psi when hit: +0.12 Curse of Madness A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 28 Damage (Melee): +34 mind / +4 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +15% arcane Curse of Misfortune Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +6% arcane Spell save: +12 (+6 eff.) Curse of Misfortune A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +5 Con Changes damage: +30% mind Life regen: +3.00 Stamina each turn: +0.60 Equilibrium when hit: +0.12 Mental crit. chance: +3% Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 temporal, 3 physical, 5 cold, 4 arcane, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 cold / +10 nature / +4 arcane When wielded/worn: Changes resistances penetration: +15% lightning Changes damage: +12% arcane Curse of Madness Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Misfortune The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Talent granted: +1 Attune Mindstar Spell save: +3 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+7 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Nightmares It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.70 cold damage and 4.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning Curse of Madness It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 10.44 to 31.33 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Nightmares A belt that goes around your waist. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Madness It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +9% light Changes resistances penetration: +5% cold Poison immunity: +10% Pinning immunity: +10% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +10% light / +11% darkness Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +17% lightning Curse of Corpses A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% light / +10% darkness Curse of Shrouds A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Curse of Madness A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
![]() 0.00 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +3 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. |
![]() 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 260/400. 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. |
![]() Powered 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. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 105 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Zaneruirek the Ghoul Cursed level 10
3rd Dusk 122nd year of Ascendancy at 11:37 see stats
By Zaneruirek the Ghoul Cursed level 6
6th Flare 122nd year of Ascendancy at 15:43 see stats
By Zaneruirek the Ghoul Cursed level 14
28th Dusk 122nd year of Ascendancy at 22:52 see stats
Log
The shield around Zaneruirek crumbles.
Zaneruirek is no longer rampaging.
A shield forms around Zaneruirek.
Quest 'A mysterious staff' status updated! (Press 'j' to see the quest log)
Ukruk the Fierce performs a melee critical strike against Zaneruirek!
Zaneruirek hits Ukruk the Fierce for (11 absorbed), 0 light (0 total damage).
Zaneruirek hits Orc warrior for 89 physical, 46 mind, 4 arcane, 16 light (156 total damage).
Zaneruirek hits Orc warrior for 16 light damage.
Melee retaliation hits Ukruk the Fierce for (1 absorbed), 0 physical (0 total damage).
Ukruk the Fierce hits Zaneruirek for (48 absorbed), 0 physical, (19 absorbed), 0 acid, (63 absorbed), 120 physical, (6 absorbed), 0 nature, (234 absorbed), 0 physical, (6 absorbed), 0 nature (120 total damage).
Melee retaliation killed Ukruk the Fierce!
Zaneruirek killed Orc warrior!
Zaneruirek killed Orc warrior!
Saving done.
The shield around Zaneruirek crumbles.
Talent Rune: Shielding is ready to use.
Talent Rune: Shielding is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Option unlocked: New Class: Wanderer
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.