









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 34 / 17% |
Size | gargantuan |
Lifes / Deaths | Killed by Belatha the thief at level 13 on the 64th Regrowth 123rd year of Ascendancy at 23:50 3 / 3Killed by corrupted mastocytic feeder at level 14 on the 34th Pyre 123rd year of Ascendancy at 14:16 Killed by corrupted plasmic disruptor at level 14 on the 34th Pyre 123rd year of Ascendancy at 21:28 |
Primary Stats
Strength | 95 (base 60) |
Dexterity | 17 (base 10) |
Constitution | 53 (base 22) |
Magic | 105 (base 60) |
Willpower | 35 (base 10) |
Cunning | 23 (base 12) |
Resources
Life | 1190/1190 |
Insanity | 95/100 |
Healing Factor | 1.5852376681615 |
Regeneration | 14.346400896861 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 8 |
Offense: Mainhand
Damage | 240 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Lightning | +9% |
Light | +11% |
Darkness | +17% |
Blight | +4% |
Arcane | +6% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +20% |
Lightning | +37% |
Mind | +10% |
Nature | +21% |
Defense: Base
Armour (hardiness) | 43 (87.462686567164%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 31 |
Physical Save | 51 |
Spell Save | 43 |
Mental Save | 42 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 33%( 70%) |
All | + 26%( 70%) |
Darkness | + 52%( 70%) |
Light | + 44%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 37%( 70%) |
Fire | + 46%( 70%) |
Lightning | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 21% |
Pinning Resistance | 12% |
Knockback Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. They asked about the staff. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Track (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 437. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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 skeleton mage skull. * You've found the needed warg claw. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. 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.' * You've found the needed pouch of luminous horror dust. * You've found the needed ice ant stinger. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed naga tongue. * You've found the needed green worm. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str / +7 Mag / +3 Cun / +1 Con Changes damage: +9% lightning / +8% physical Physical save: +12 (+4 eff.) Mental save: +13 (+5 eff.) Life regen: +1.90 Mental crit. chance: +2% Healing mod.: +16% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite When wielded/worn: Changes stats: +1 Wil / +2 Con Changes resistances: +7% blight Changes resistances penetration: +10% mind Physical save: +7 (+2 eff.) Mental save: +20 (+7 eff.) Blindness immunity: +25% Confusion immunity: +11% Life regen: +1.70 Maximum hate: +4.00 Mindpower: +10 (+5 eff.) Light radius: +7 See stealth: +7 See invisible: +8 Healing mod.: +12% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.6 Power cost: 40 out of 0/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 13 physical Changes stats: +6 Str / +8 Mag Changes damage: +6% light Stamina when hit: +1.30 Equilibrium when hit: +0.90 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 604.8 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +1 Wil Maximum wards: +2 acid / +2 nature / +2 light Changes damage: +9% mind Talent granted: +1 Ward Critical mult.: +20.00% It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +8 Mag / +5 Con Stun/Freeze immunity: +20% Life regen: +2.40 Infravision radius: +3 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +5 Mag / +5 Wil / +6 Con Changes resistances: +3% fire / +26% darkness / +9% temporal Changes resistances penetration: +20% temporal Changes damage: +13% darkness Spellpower: +8 (+2 eff.) Can be unequipped or rerolled. 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, costing 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? |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str / +4 Con Physical save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn Damage (Melee): +68 insidious poison When wielded/worn: Changes stats: +6 Str / +5 Dex / +3 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +9% lightning / +13% all Changes resistances penetration: +21% nature / +37% lightning Changes damage: +6% arcane Reduces incoming crit damage: 15.00% Massive two-handed battleaxes. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Armour: +2 Damage (Melee): 4 arcane / 6 light Changes stats: +3 Dex / +6 Mag / +6 Wil Changes resistances: +5% arcane / +10% light Changes damage: +5% light It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 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 | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +21 (+11 eff.) Damage when hit (Melee): 30 fire Changes stats: +2 Str / +3 Con Changes resistances: +10% darkness / +24% fire / +15% light / +10% cold Talent mastery: +0.20 Corruption / Fearfire Critical mult.: +5.00% Stealth bonus: +9 Mana each turn: +0.12 Mana when firing critical spell: +2.00 Maximum life: +40.00 Spell crit. chance: +3% All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +17% lightning Changes resistances penetration: +10% darkness Changes damage: +9% mind Critical mult.: +20.00% Stun/Freeze immunity: +37% Maximum psi: +20.00 Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 379 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic 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 ability. |
![]() insidious poison infusion of the warrior (51 nature damage, 41% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 51.43 nature damage per turn for 7 turns, and reducing the target's healing received by 41%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 368% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 ability. Press to compare to your current inscriptions |
![]() heroism infusion (+6 for 9 turns, die at -100) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -100 life. It will always increase your three highest stats. 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. While Heroism is active, you will only die when reaching -816 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 ability. |
![]() invisibility rune (power 10 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() lightning rune (150 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 50.14 to 150.42 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Star (129% power, 20 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() troll-hide hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Life regen: +4.50 Maximum life: +38.00 Healing mod.: +16% A suit of armour made of leather. |
![]() searing dwarven-steel plate armour of stability (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage (Melee): 14 acid / 12 fire Damage when hit (Melee): 8 acid / 12 fire Changes resistances: +15% acid / +16% fire / +7% physical Physical save: +13 (+4 eff.) A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% darkness Changes damage: +3% darkness Reduced damage from: +23% Summoned Critical mult.: +25.00% Spell save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Maximum vim: +20.00 A belt that goes around your waist. |
![]() hardened leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spell crit. chance: +4% A belt that goes around your waist. |
![]() scholar's pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Silence immunity: +27% Confusion immunity: +28% Stun/Freeze immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +7.00% Physical save: +9 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +7% cold Allows you to breathe in: water Physical save: +26 (+8 eff.) Life regen: +0.80 Stamina each turn: +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() mindcaging dwarven-steel helm of strength (+4) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +12% mind Mental save: +13 (+5 eff.) Confusion immunity: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+4 eff.) Damage when hit (Melee): 12 light Changes stats: -10 Dex / +10 Mag / +8 Cun Changes resistances: +7% blight / +9% darkness / +6% light / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +6% light Physical save: +14 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Light radius: -7 Infravision radius: +11 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 35 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() bright alchemist's lamp of the sun Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% darkness Changes damage: +9% light Damage affinity(heal): +5% light Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 50.46 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() survivor's alchemist's lamp of clarity Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 (+1 eff.) Mental save: +7 (+3 eff.) Light radius: +3 See stealth: +11 See invisible: +8 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag Changes resistances penetration: +10% blight / +16% physical Changes damage: +21% acid Spell save: +30 (+10 eff.) Spellpower: +4 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects when hit in melee: * 20% chance to disease * 29% chance to inflict 15% damage reduction Changes stats: +1 Str / +2 Wil / +2 Cun Changes resistances: +9% temporal Talents cooldown: Invoke Tentacle (+10 turn) Rushing Claws (-1 turn) Talents granted: +2 Invoke Tentacle +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% nature Mental save: +20 (+7 eff.) Disease immunity: +10% Confusion immunity: +40% Only die when reaching: -60.00 life Maximum stamina: +15.00 It can be used to disarm traps (111 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Mekatrath l'Abominevole the Ogre Writhing One level 32
71st Regrowth 124th year of Ascendancy at 15:13 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 32
4th Regrowth 124th year of Ascendancy at 16:27 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 31
66th Haze 123rd year of Ascendancy at 19:50 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 33
75th Regrowth 124th year of Ascendancy at 04:03 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 23
43rd Dusk 123rd year of Ascendancy at 01:18 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 27
75th Dusk 123rd year of Ascendancy at 16:55 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 13
42nd Haze 122nd year of Ascendancy at 23:51 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 33
80th Regrowth 124th year of Ascendancy at 19:46 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 20
59th Pyre 123rd year of Ascendancy at 08:46 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 16
40th Pyre 123rd year of Ascendancy at 21:40 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 32
12nd Regrowth 124th year of Ascendancy at 11:59 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 26
69th Dusk 123rd year of Ascendancy at 02:21 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 32
77th Haze 123rd year of Ascendancy at 04:27 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 10
27th Haze 122nd year of Ascendancy at 03:21 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 20
59th Pyre 123rd year of Ascendancy at 03:13 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 30
64th Haze 123rd year of Ascendancy at 05:41 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 13
65th Regrowth 123rd year of Ascendancy at 06:49 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 33
5th Pyre 124th year of Ascendancy at 23:01 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 28
38th Haze 123rd year of Ascendancy at 07:22 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 20
59th Pyre 123rd year of Ascendancy at 05:18 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 9
21st Haze 122nd year of Ascendancy at 21:14 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 21
4th Flare 123rd year of Ascendancy at 18:48 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 6
3rd Haze 122nd year of Ascendancy at 15:29 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 21
4th Flare 123rd year of Ascendancy at 13:45 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 26
75th Dusk 123rd year of Ascendancy at 02:58 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 19
57th Pyre 123rd year of Ascendancy at 07:28 see stats
By Mekatrath l'Abominevole the Ogre Writhing One level 30
66th Haze 123rd year of Ascendancy at 16:05 see stats
Log
Mekatrath l'Abominevole hits Stone troll for 29 fire damage.
Mekatrath l'Abominevole receives 5 healing from Stone troll.
Mekatrath l'Abominevole picks up (l.): hardened leather belt of magery.
Stone troll misses Mekatrath l'Abominevole.
Mekatrath l'Abominevole's armour is more intact.
Grave wight's glacial vapour area effect hits Mekatrath l'Abominevole for (18 absorbed), 0 cold (0 total damage).
Grave wight's glacial vapour area effect hits Stone troll for 27 cold damage.
Mekatrath l'Abominevole drains life from Stone troll!
Mekatrath l'Abominevole hits Stone troll for 54 fire damage.
Mekatrath l'Abominevole receives 9 healing from Stone troll.
Stone troll is poisoned!
You collect a new ingredient: length of troll intestine (1).
Mekatrath l'Abominevole hits Stone troll for 498 lightning, 4 nature, 3 light, 4 arcane, 267 darkness (777 total damage).
Mekatrath l'Abominevole killed Stone troll!
Grave wight's glacial vapour area effect hits Mekatrath l'Abominevole for (18 absorbed), 0 cold (0 total damage).
Mekatrath l'Abominevole picks up (e.): heroism infusion (+6 for 9 turns, die at -100).
You pickup 0.65 gold pieces.
Mekatrath l'Abominevole stops regenerating health quickly.
Talent Chaos Orbs is ready to use.
Talent Infusion: Regeneration is ready to use.
Mekatrath l'Abominevole picks up (v.): survivor's alchemist's lamp of clarity.
The shield around Mekatrath l'Abominevole crumbles.
Talent Shed Skin is ready to use.