











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official 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 | Higher |
| Class | Writhing One |
| Level / Exp | 25 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Achla the human at level 10 on the 2nd Flare 122nd year of Ascendancy at 17:25 0 / 8Killed by corrupted shadowblade at level 11 on the 14th Dusk 122nd year of Ascendancy at 02:40 Killed by Elille the war bear at level 16 on the 54th Haze 122nd year of Ascendancy at 02:30 Killed by Cira the thalore at level 16 on the 57th Haze 122nd year of Ascendancy at 07:59 Killed by Arsare the thalore at level 18 on the 23rd Regrowth 123rd year of Ascendancy at 04:40 Killed by Burb the snow giant champion at level 20 on the 28th Pyre 123rd year of Ascendancy at 11:18 Killed by worm that walks at level 25 on the 1st Flare 123rd year of Ascendancy at 22:20 Killed by Grand Corruptor at level 25 on the 19th Dusk 123rd year of Ascendancy at 00:44 |
Primary Stats
| Strength | 20.158144522366 (base 38) |
| Dexterity | 24 (base 12) |
| Constitution | 34 (base 34) |
| Magic | 52 (base 38) |
| Willpower | 25 (base 11) |
| Cunning | 18 (base 11) |
Resources
| Life | -270/813 |
| Insanity | 87/100 |
| Healing Factor | 1.3764705882354 |
| Regeneration | 7.2264705882359 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +55.825242718447% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Blight | +15% |
| Arcane | +11% |
| Cold | +11% |
| All | +3% |
| Darkness | +25% |
| Physical | +18% |
| Fire | +10% |
| Nature | +11% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (36.814020402825%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 31 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 47%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 40%( 70%) |
| Physical | + 41%( 70%) |
| Darkness | + 53%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 98% |
| Confusion Resistance | 24% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
| Silence Resistance | 22% |
| Bleed Resistance | 10% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 33% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 50 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -337 life. The duration and life will increase by 1% for every 1% life you have lost (currently 786 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 46 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.12 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chaos Orbs |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 6% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, reducing its strength by 27 and doing 65.38 blight damage per turn. Weakness Disease |
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
| detrimental effect | The target is hexed, granting it 40% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | Reduces global action speed by 79%. Slow |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 71.00 fire damage, and talent cooldowns are increased by 72% plus 1 turn. Burning Hex |
| beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+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. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. | failed |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +23% A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Airquell the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +30% lightning / +12% light / +12% darkness Critical mult.: +10.00% Equilibrium when hit: +0.08 Mindpower: +10 (+5 eff.) A cap made of leather. |
| Tool | supercharged yew totem of healing [power 288] (10/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 288 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 3.15 You won the Ring of Blood trial, and this is your reward. |
| Around waist | hardened leather belt 'Tundragore'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +9% nature / +9% cold Physical save: +6 (+3 eff.) Cut immunity: +10% Maximum life: +39.00 A belt that goes around your waist. |
| In main hand | Radhodunagorn (33-46.2 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+3 eff.) Changes stats: +2 Wil Changes resistances: +12% acid Spell save: +3 (+2 eff.) Poison immunity: +20% Disarm immunity: +33% One-handed war axes. |
| On hands | Radhyregoldir the drakeskin leather gloves (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Damage (Melee): 19 arcane / 12 darkness Changes stats: +4 Str / +5 Dex / +3 Mag / +7 Wil / +5 Cun Changes resistances: +2% physical / +8% arcane / +10% darkness Changes damage: +8% arcane / +10% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+6 eff.) Spell save: +9 (+5 eff.) Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +2.00 Spellpower: +11 (+3 eff.) 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. |
| Main armor | Coalwyrd the woollen robe (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +30 (+8 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +11% acid / +11% physical / +9% darkness / +13% cold / +12% fire / +9% all Changes damage: +8% acid / +7% physical / +8% cold / +7% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +6 (+3 eff.) Maximum stamina: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | murderer's linen cloak of the hunter (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +19 (+7 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +2 Cun / +1 Dex Maximum life: +45.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of mastery (0.12 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.12 Technique / Combat training Stun/Freeze immunity: +21% Amulets can have magical properties. |
Inventory
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
wizard's steel ring of lightning (+24%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +24% lightning Changes damage: +12% lightning Spell save: +8 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.cruel yew starstaff of might (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.grounding hardened leather cap of absorption (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal Stamina when hit: +1.00 Equilibrium when hit: +1.20 A cap made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
This item will automatically be transmogrified when you leave the level.steel shield 'Bethena' (0 def, 4 armour, 41 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 8 acid Changes stats: +5 Str / +2 Mag Talent granted: +1 Block Mental save: +6 (+6 eff.) Mental crit. chance: +4% Handheld deflection devices. |
10 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. |
2 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. |
3 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. |
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 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Xerabressra' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Changes resistances penetration: +5% blight Changes damage: +9% blight Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig 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. |
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. |
3 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
HealpealInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% fire / +15% nature / +3% all Changes resistances penetration: +5% physical Spell save: +6 (+3 eff.) Maximum stamina: +10.00 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 arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.50 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 144.25 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootInfused 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
piercing iron torque of psionic shield [power 25] (10/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (10/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 244 Base Damage: 100 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of healing [power 126] (10/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 126 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of thorny skin [power 25] (10/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 45. Natural totems are made by powerful wilders to store nature power. |
6 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. |
ash wand of lightning storm 'Corruptionvile' [power 138] (10/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +6% acid Changes resistances penetration: +10% arcane Changes damage: +6% nature / +6% blight Spell crit. chance: +1% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (142 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
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. |
8 citrine0.00 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. |
2 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By burd the Higher Writhing One level 24
75th Pyre 123rd year of Ascendancy at 07:20 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By burd the Higher Writhing One level 18
18th Regrowth 123rd year of Ascendancy at 17:54 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By burd the Higher Writhing One level 19
1st Time of Balance 123rd year of Ascendancy at 09:29 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 burd the Higher Writhing One level 24
69th Pyre 123rd year of Ascendancy at 05:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By burd the Higher Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 23:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By burd the Higher Writhing One level 20
1st Pyre 123rd year of Ascendancy at 00:45 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By burd the Higher Writhing One level 24
67th Pyre 123rd year of Ascendancy at 21:30 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By burd the Higher Writhing One level 11
20th Dusk 122nd year of Ascendancy at 11:21 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By burd the Higher Writhing One level 23
54th Pyre 123rd year of Ascendancy at 02:37 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By burd the Higher Writhing One level 22
38th Pyre 123rd year of Ascendancy at 10:28 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By burd the Higher Writhing One level 20
28th Pyre 123rd year of Ascendancy at 11:18 see stats
Log
Elven blood mage killed Burd!
Elven tempest is not dazed anymore.
Decaying devourer hits Elven tempest for 60 physical damage.
Worm that walks (servant of burd) no longer seems to be in sync with his ally.
Grand Corruptor is no longer afraid of the horrors attacking him.
Grand Corruptor returns to normal.
Grand Corruptor casts Bone Spear.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 20.
You fight through the pain! (+14 hate)
Grand Corruptor hits worm that walks (servant of burd) for 199 physical damage.
Worm that walks (servant of burd) casts Worm Walk.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 10.
You fight through the pain! (+4 hate)
Grand Corruptor hits worm that walks (servant of burd) for 93 fire damage.
Grand Corruptor casts Burning Hex.
Grand Corruptor's spell attains critical power!
Grand Corruptor casts Darkfire.
Carrion worm mass bites blight poison into Grand Corruptor.
Grand Corruptor shrugs off Carrion worm mass's 'Blight Poison'!
Carrion worm mass hits Grand Corruptor for 8 physical, 8 blight (17 total damage).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 14.
Your hatred grows even as your life fades! (+11 hate)
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 9.
Your hatred grows even as your life fades! (+7 hate)
Character control switched to burd.
Saving game...





























































































