










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 27 / 25% |
| Size | big |
| Lifes / Deaths | Killed by Necromancer at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:08 / 62Killed by skeleton magus at level 8 on the 1st Summertide 122nd year of Ascendancy at 07:55 Killed by skeleton magus at level 8 on the 1st Summertide 122nd year of Ascendancy at 08:09 Killed by Wrathroot at level 10 on the 9th Flare 122nd year of Ascendancy at 11:21 Killed by Wrathroot at level 10 on the 9th Flare 122nd year of Ascendancy at 11:59 Killed by Ce'Nurabeth the rogue at level 11 on the 2nd Dusk 122nd year of Ascendancy at 02:25 Killed by snow giant boulder thrower at level 14 on the 69th Dusk 122nd year of Ascendancy at 13:08 Killed by Urkis, the High Tempest at level 14 on the 69th Dusk 122nd year of Ascendancy at 14:12 Killed by Urkis, the High Tempest at level 14 on the 69th Dusk 122nd year of Ascendancy at 14:23 Killed by Urkis, the High Tempest at level 14 on the 69th Dusk 122nd year of Ascendancy at 14:40 Killed by Islothra the telugoroth at level 16 on the 17th Haze 122nd year of Ascendancy at 00:38 Killed by Chronolith Clone at level 16 on the 17th Haze 122nd year of Ascendancy at 12:46 Killed by Chronolith Twin at level 16 on the 17th Haze 122nd year of Ascendancy at 13:28 Killed by snow giant boulder thrower at level 17 on the 17th Haze 122nd year of Ascendancy at 22:44 Killed by Rantha the Worm at level 17 on the 18th Haze 122nd year of Ascendancy at 12:31 Killed by Weirdling Beast at level 18 on the 59th Haze 122nd year of Ascendancy at 08:53 Killed by Weirdling Beast at level 18 on the 59th Haze 122nd year of Ascendancy at 10:00 Killed by armoured skeleton warrior at level 19 on the 1st Wintertide 123rd year of Ascendancy at 15:00 Killed by naga myrmidon at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 10:13 Killed by Belivea the multi-hued drake hatchling at level 20 on the 2nd Allure 123rd year of Ascendancy at 16:18 Killed by skeleton magus at level 21 on the 3rd Allure 123rd year of Ascendancy at 11:46 Killed by lesser vampire at level 21 on the 3rd Allure 123rd year of Ascendancy at 11:55 Killed by skeleton warrior at level 21 on the 3rd Allure 123rd year of Ascendancy at 12:56 Killed by orc blood mage at level 21 on the 4th Allure 123rd year of Ascendancy at 02:43 Killed by grave wight at level 21 on the 5th Allure 123rd year of Ascendancy at 04:31 Killed by Aeramitha the bloated horror at level 21 on the 5th Allure 123rd year of Ascendancy at 06:12 Killed by skeleton warrior at level 21 on the 5th Allure 123rd year of Ascendancy at 19:09 Killed by ghast at level 21 on the 5th Allure 123rd year of Ascendancy at 21:54 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 10:13 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 10:25 Killed by skeleton mage at level 22 on the 6th Allure 123rd year of Ascendancy at 10:51 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 11:02 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 11:20 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 11:32 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 11:49 Killed by skeleton mage at level 22 on the 6th Allure 123rd year of Ascendancy at 12:02 Killed by skeleton warrior at level 22 on the 6th Allure 123rd year of Ascendancy at 12:13 Killed by The Master at level 22 on the 6th Allure 123rd year of Ascendancy at 12:32 Killed by Forgery of Haze (Gloth the vampire lord) at level 23 on the 20th Regrowth 123rd year of Ascendancy at 21:15 Killed by Gloth the vampire lord at level 23 on the 20th Regrowth 123rd year of Ascendancy at 21:32 Killed by Gloth the vampire lord at level 23 on the 20th Regrowth 123rd year of Ascendancy at 21:45 Killed by Ce'Nigatha the eternal bone giant at level 23 on the 21st Regrowth 123rd year of Ascendancy at 00:21 Killed by Ce'Nigatha the eternal bone giant at level 23 on the 21st Regrowth 123rd year of Ascendancy at 00:44 Killed by Ce'Nigatha the eternal bone giant at level 23 on the 21st Regrowth 123rd year of Ascendancy at 00:57 Killed by Ivanne the lesser vampire at level 23 on the 21st Regrowth 123rd year of Ascendancy at 11:14 Killed by Forgery of Haze (Celia) at level 23 on the 21st Regrowth 123rd year of Ascendancy at 12:41 Killed by will o' the wisp at level 23 on the 21st Regrowth 123rd year of Ascendancy at 13:06 Killed by Celia at level 23 on the 21st Regrowth 123rd year of Ascendancy at 13:40 Killed by will o' the wisp at level 23 on the 21st Regrowth 123rd year of Ascendancy at 14:35 Killed by Forgery of Haze (Celia) at level 23 on the 21st Regrowth 123rd year of Ascendancy at 15:06 Killed by armoured skeleton warrior at level 23 on the 21st Regrowth 123rd year of Ascendancy at 15:16 Killed by Skeletor at level 23 on the 21st Regrowth 123rd year of Ascendancy at 15:48 Killed by elven blood mage at level 23 on the 26th Regrowth 123rd year of Ascendancy at 00:52 Killed by elven cultist at level 23 on the 26th Regrowth 123rd year of Ascendancy at 02:16 Killed by elven cultist at level 23 on the 26th Regrowth 123rd year of Ascendancy at 11:03 Killed by elven cultist at level 23 on the 26th Regrowth 123rd year of Ascendancy at 11:24 Killed by elven cultist at level 23 on the 26th Regrowth 123rd year of Ascendancy at 11:54 Killed by Kyless at level 24 on the 58th Pyre 123rd year of Ascendancy at 10:49 Killed by Weirdling Beast at level 25 on the 2nd Dusk 123rd year of Ascendancy at 10:17 Killed by orc soldier at level 25 on the 34th Dusk 123rd year of Ascendancy at 06:12 Killed by Bethanor the vampire at level 25 on the 34th Dusk 123rd year of Ascendancy at 20:18 Killed by Golbug the Destroyer at level 26 on the 37th Dusk 123rd year of Ascendancy at 03:25 |
Primary Stats
| Strength | 133 (base 53) |
| Dexterity | 37 (base 10) |
| Constitution | 50 (base 37) |
| Magic | 12 (base 10) |
| Willpower | 55 (base 33) |
| Cunning | 12 (base 10) |
Resources
| Life | 985/985 |
| Hate | 26/100 |
| Healing Factor | 1.002114800559 |
| Regeneration | 4.2589879023759 |
Speed
| Mental | +2.0006218903745E-11% |
| Attack | +2.0006218903745E-11% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 154 |
| Accuracy | 60 |
| Crit Chance | 7% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 2% |
| Speed | 0.9999999999998 |
Offense: Damage Bonus
| Light | +11% |
| Blight | +3% |
| Cold | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 59.723073231957 (93.924050632911%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 21 |
| Mental Save | 21 |
Defense: Resistances
| Acid | -10%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 25%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 41%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Bleed Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Hunting: Predator6% Received damage reduction against SubType: Eldritch. |
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! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by fire wyrm. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by giant grey rat. Escort: lost defiler (level 3 of Trollmire) | failed |
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 Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. * '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.' 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 storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of luminous horror dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Adevena' (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +1.0% Armour: +7 Changes stats: +2 Cun / +1 Str Life regen: +2.00 Healing mod.: +10% A pair of boots made of leather. |
| Quiver | barbed quiver of elven-wood arrows of torment (20/20, 53-74.2 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 53.0 - 74.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 20 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Spiderfiend the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% temporal / +12% darkness / +9% blight / +6% fire / +6% nature Maximum life: +44.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betinne the Frozenblight (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 10 blight Changes resistances: +9% temporal / +15% cold / +11% light / +11% darkness Changes damage: +3% blight / +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged ash totem of healing [power 180] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heals yourself and all friendly characters within 10 spaces for 180 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-5 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +5 Str / +2 Mag / +5 Con Changes damage: +11% light Rings can have magical properties. |
| Around waist | hardened leather belt 'Salamira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +6 Changes stats: +2 Con Changes resistances: +9% fire / +9% mind / +7% cold Changes resistances penetration: +10% mind A belt that goes around your waist. |
| In main hand | Cyrita the dwarven-steel greatmaul (42.5-63.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes stats: +6 Str / +5 Dex / +1 Con Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets 'Nerarin' (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +7 (+2 eff.) Armour: +6 Fatigue: +3% Changes stats: +4 Str / +2 Dex / +2 Wil Physical save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Mana when firing critical spell: +2.00 Maximum life: +49.00 Spell crit. chance: +1% Damage Shield penetration: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | cashmere cloak 'Firehash' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Damage when hit (Melee): 10 mind / 6 blight Changes resistances: +12% blight / +12% fire Changes damage: +3% fire Critical mult.: +16.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
healing infusion of the warrior (heal 338; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 338 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -203; dur 7; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 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 7 turns. While Heroism is active, you will only die when reaching -203 life. The duration and life will increase by 1% for every 1% life you have lost (currently 203 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 370.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
shielding rune of the warrior (absorb 593; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 593 damage for 5 turns. Its effects scale with your Strength stat. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
SnowcrackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% cold / +5% arcane / +3% temporal Changes damage: +3% cold Reduces incoming crit damage: 5.00% Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
warrior's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
Betydhenn the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Dex / +2 Cun / +1 Con Changes resistances: +1% physical Grants telepathy: Humanoid/Orc Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets 'Eiliniwyn' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +1 Con / +3 Mag Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Lisonor the Eclipseire (6 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +4 Defense: +6 (+3 eff.) Fatigue: +4% Changes stats: +6 Str / +10 Con Changes resistances penetration: +20% darkness Physical save: +9 (+3 eff.) Mental save: +6 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 15.00 mind and 15.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 16. Terrified: Deals 3.50 mind and 3.50 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 5.82 mind and 5.82 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
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. |
97 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Elemina the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +1 Str Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
7 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. |
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 49.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.06 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. |
Prox's Lucky Halfling FootPowered by arcane forces 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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
Erikan the voratun torque of gale force [power 350] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances penetration: +10% arcane Spell save: +3 (+2 eff.) Mana when firing critical spell: +2.00 Maximum vim: +20.00 Spell crit. chance: +1% It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 350 damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Layaraba' [power 238] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% temporal Reduces incoming crit damage: 5.00% Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 238 damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Hettalin the ash totem of healing [power 132] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +1 Con Changes resistances: +5% arcane Changes resistances penetration: +5% acid Physical save: +12 (+4 eff.) It can be used to heals yourself and all friendly characters within 10 spaces for 132 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Obsidianquill the yew totem of stinging [power 752] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% blight / +3% fire / +6% darkness It can be used to sting an enemy dealing 752 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of thorny skin [power 63] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 63 and armour hardiness by 50% Activation puts all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Brenolathaneg' [power 200] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% arcane Changes damage: +12% arcane Psi when hit: +0.04 It can be used to sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+5 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
3 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. |
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. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Skeletor the Skeleton Cursed level 23
20th Regrowth 123rd year of Ascendancy at 08:06 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Skeletor the Skeleton Cursed level 15
70th Dusk 122nd year of Ascendancy at 08:13 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Skeletor the Skeleton Cursed level 13
27th Dusk 122nd year of Ascendancy at 12:57 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Skeletor the Skeleton Cursed level 26
37th Dusk 123rd year of Ascendancy at 03:46 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Skeletor the Skeleton Cursed level 16
17th Haze 122nd year of Ascendancy at 09:20 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skeletor the Skeleton Cursed level 15
71st Dusk 122nd year of Ascendancy at 08:41 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeletor the Skeleton Cursed level 25
2nd Dusk 123rd year of Ascendancy at 15:41 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Skeletor the Skeleton Cursed level 10
8th Flare 122nd year of Ascendancy at 06:23 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Skeletor the Skeleton Cursed level 20
2nd Wintertide 123rd year of Ascendancy at 04:18 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By Skeletor the Skeleton Cursed level 24
38th Regrowth 123rd year of Ascendancy at 21:50 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Skeletor the Skeleton Cursed level 18
31st Haze 122nd year of Ascendancy at 23:05 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Skeletor the Skeleton Cursed level 12
3rd Dusk 122nd year of Ascendancy at 16:28 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Skeletor the Skeleton Cursed level 18
38th Haze 122nd year of Ascendancy at 19:18 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Skeletor the Skeleton Cursed level 23
26th Regrowth 123rd year of Ascendancy at 23:41 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Skeletor the Skeleton Cursed level 15
71st Dusk 122nd year of Ascendancy at 07:42 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Skeletor the Skeleton Cursed level 22
6th Allure 123rd year of Ascendancy at 12:51 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 50th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 51st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Saving done.
Today is the 52nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 53rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 54th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 55th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Ran for 4 turns (stop reason: interesting character).
Saving done.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Your rod of recall glows brightly for a moment.
Saving game...
Saving done.

























































































