










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| 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! 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:
Possessor Bonus Class 1.5.4Donators/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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 32 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted minotaur at level 20 on the 67th Dusk 122nd year of Ascendancy at 05:31 0 / 8Killed by Porolewe the oozing horror at level 24 on the 51st Haze 122nd year of Ascendancy at 12:05 Killed by Isoba the fire drake hatchling at level 27 on the 6th Regrowth 123rd year of Ascendancy at 02:30 Killed by war hound at level 30 on the 21st Regrowth 123rd year of Ascendancy at 20:23 Killed by ghoulking at level 32 on the 47th Regrowth 123rd year of Ascendancy at 14:37 Killed by shadow at level 32 on the 47th Regrowth 123rd year of Ascendancy at 16:26 Killed by dread at level 32 on the 47th Regrowth 123rd year of Ascendancy at 19:03 Killed by dread at level 32 on the 47th Regrowth 123rd year of Ascendancy at 19:08 |
Primary Stats
| Strength | 68 (base 60) |
| Dexterity | 20 (base 10) |
| Constitution | 30 (base 18) |
| Magic | 60 (base 60) |
| Willpower | 21 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -60/981 |
| Mana | 341/341 |
| Insanity | 99/100 |
| Positive | 142/143 |
| Healing Factor | 2.2499999999999 |
| Regeneration | 10.0125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 21.623446600691 |
| See Invisible | 36.623446600691 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 56 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Acid | +6% |
| Light | +15% |
| Temporal | +6% |
| Blight | +18% |
| Darkness | +18% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 37.413408721348 (66.666666666667%) |
| Defense | 22 |
| Ranged Defense | 27 |
| Fatigue | 17 |
| Physical Save | 33 |
| Spell Save | 28 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 6%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 26%( 70%) |
| Temporal | + 39%( 70%) |
| Darkness | + 7%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 44% |
| Poison Resistance | 13% |
| Blind Resistance | 30% |
| Disarm Resistance | 53% |
| Bleed Resistance | 0% |
| Pinning Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 521% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 89 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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 369 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 225. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 vial of greater demon bile. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Mardymnir the pair of iron boots (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% lightning / +6% temporal / +6% acid Stamina each turn: +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | BelekiraInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +2 Physical power: +4 (+0 eff.) Armour: +6 Changes stats: +4 Wil Changes resistances: +2% physical Changes damage: +9% mind Light radius: +3 Healing mod.: +40% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Getyyagar (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +8% nature Changes damage: +6% acid Spell save: +5 (+2 eff.) Maximum life: +79.00 Light radius: +2 Infravision radius: +2 See invisible: +15 Healing mod.: +15% A cap made of leather. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Yarugabar the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun / +6 Dex Changes resistances: +7% blight / +10% nature / +3% darkness Mental save: +6 (+3 eff.) Poison immunity: +13% Disease immunity: +11% Confusion immunity: +24% Life regen: +0.20 Rings can have magical properties. |
| On fingers | Gliressra the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes resistances penetration: +25% mind Changes damage: +6% temporal Grants telepathy: Dragon Stun/Freeze immunity: +44% Life regen: +4.00 Hate when firing a critical mind attack: +5.00 Rings can have magical properties. |
| Around waist | rough leather belt 'Splendourstriker'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 nature Changes resistances: +6% nature Changes damage: +9% light Maximum life: +30.00 Light radius: +1 A belt that goes around your waist. |
| In main hand | Pitchbrawn the stralite mace (145% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +13 fire Damage against: +22% Undead When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +9 (+5 eff.) Damage when hit (Melee): 16 darkness Changes stats: +2 Cun Changes damage: +6% mind Disarm immunity: +32% Equilibrium when hit: +0.16 Psi when hit: +0.12 Blunt and deadly. |
| On hands | Emedhetha (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +1 Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Only die when reaching: -40.00 life Maximum stamina: +5.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Duvumahir (8 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +12% Changes stats: +4 Dex Changes resistances: +18% lightning / +15% nature / +6% blight Blindness immunity: +30% Confusion immunity: +20% A suit of armour made of mail. |
| Cloak | Sunpunish the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10 arcane resource burn * 30% chance to blind Changes stats: +3 Str / +3 Con Changes resistances: +24% fire Changes damage: +6% light Physical save: +7 (+4 eff.) Spell save: +3 (+1 eff.) Maximum life: +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Alogohor the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +14 Changes stats: +2 Str Changes resistances: +15% temporal Pinning immunity: +27% Knockback immunity: +30% Stamina each turn: +1.00 Maximum stamina: +10.00 Healing mod.: +30% Amulets can have magical properties. |
Inventory
movement infusion of the titan (622% speed; 6 turns)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
Belorann the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +3 Mag Changes resistances: +15% temporal Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +6% temporal Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +29.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Cinderbrawn the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes resistances: +12% temporal / +12% fire Changes damage: +9% nature / +9% fire Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
Nugrim the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Changes stats: +7 Mag Changes resistances: +9% blight Changes resistances cap: +4% all Changes resistances penetration: +15% blight Changes damage: +3% temporal Physical save: +25 (+11 eff.) Spell save: +14 (+7 eff.) Mental save: +13 (+7 eff.) Amulets can have magical properties. |
grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
voratun amulet of cunning (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Cun Amulets can have magical properties. |
Erelachak the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +2 Mag Blindness immunity: +40% Psi when hit: +0.04 Mindpower: +2 (+1 eff.) Infravision radius: +6 See stealth: +17 See invisible: +19 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite longsword of massacre (144% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 144% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
EmaveaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% nature / +15% cold / +12% light / +18% fire Trap disarming bonus: +8 Stealth bonus: +6 Spell save: +20 (+10 eff.) Infravision radius: +4 A belt that goes around your waist. |
Cuthykor the linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +5 Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +11% cold Changes damage: +3% acid / +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenidor the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% blight / +12% cold / +12% light / +6% acid Disease immunity: +15% Cut immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Turegomador' (4 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Str / +3 Dex / +1 Con Changes resistances: +3% darkness / +3% cold Spell save: +9 (+4 eff.) Disarm immunity: +10% Teleport immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.resilient cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthodrantir (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +1% Changes stats: +2 Cun / +2 Con Changes resistances: +3% cold Changes damage: +6% mind Physical save: +20 (+9 eff.) Mental save: +10 (+5 eff.) Blindness immunity: +15% Cut immunity: +10% Teleport immunity: +10% A pair of boots made of leather. |
pair of iron boots 'Gorugas' (9 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +2% Changes resistances: +3% darkness / +3% acid Spell save: +30 (+14 eff.) Blindness immunity: +10% Stun/Freeze immunity: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanyra the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 light Changes stats: +5 Cun Changes resistances: +10% light Changes damage: +6% light / +6% mind Mental save: +6 (+3 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum psi: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of dexterity (+2) (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Ivulrama the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Changes stats: +5 Str Changes resistances: +7% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) Life regen: +0.20 Only die when reaching: -40.00 life A cap made of leather. |
Xaneda the Shadowparry (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% darkness Changes resistances penetration: +5% lightning Changes damage: +9% darkness Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Woewend (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 temporal Changes stats: +5 Cun / +6 Wil Changes resistances: +19% acid / +9% temporal / +5% mind / +6% darkness Changes damage: +9% temporal Mental save: +28 (+14 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +20% cold / +14% light / +14% darkness A suit of armour made of mail. |
steel mail armour 'Yvasemina' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +6% Changes stats: +6 Str / +2 Wil / +4 Cun Changes resistances: +19% fire Changes resistances penetration: +10% acid A suit of armour made of mail. |
iron plate armour 'Glitterpanic' (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +2 Cun Changes resistances: +15% fire Changes resistances penetration: +20% light Changes damage: +12% light Infravision radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.stralite shield of lightning resistance (+26%) (10 def, 2 armour, 146 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +26% lightning Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Lustrerain the quiver of elven-wood arrows (19/19, 165% power, 23 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +13.5% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 64% reduced healing Travel speed: +200% Damage (Ranged): +42 fire / +11 bleed / +4 light / +8 mind Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 mind / +17 fire Arrows are used with bows to pierce your foes to death. |
11 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. |
333 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Tulydelach' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil / +1 Cun Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Maximum life: +22.00 Maximum stamina: +16.00 Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.bright alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 420.00 fire damage (based on Magic), costing 39 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)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 155 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), 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. |
overpowered iron torque of kinetic psionic shield [power 41] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 41 for 7 turns, putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Corey the Cornac Writhing One level 23
49th Haze 122nd year of Ascendancy at 07:00 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Corey the Cornac Writhing One level 25
51st Haze 122nd year of Ascendancy at 23:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Corey the Cornac Writhing One level 10
3rd Flare 122nd year of Ascendancy at 18:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Corey the Cornac Writhing One level 20
66th Dusk 122nd year of Ascendancy at 14:48 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Corey the Cornac Writhing One level 30
19th Regrowth 123rd year of Ascendancy at 09:11 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Corey the Cornac Writhing One level 18
47th Dusk 122nd year of Ascendancy at 22:28 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Corey the Cornac Writhing One level 26
4th Regrowth 123rd year of Ascendancy at 23:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Corey the Cornac Writhing One level 7
2nd Summertide 122nd year of Ascendancy at 12:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Corey the Cornac Writhing One level 6
78th Pyre 122nd year of Ascendancy at 01:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Corey the Cornac Writhing One level 23
48th Haze 122nd year of Ascendancy at 13:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Corey the Cornac Writhing One level 17
32nd Dusk 122nd year of Ascendancy at 18:18 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Corey the Cornac Writhing One level 32
47th Regrowth 123rd year of Ascendancy at 19:03 see stats
Log
The shield around shadow crumbles.
The shield around shadow crumbles.
The shield around dreadmaster crumbles.
Something hits Corey for 48 physical damage.
Corey hits Something for 6 darkness, 1 nature (7 total damage).
Something hits Corey for 50 physical damage.
Something hits Corey for 50 physical damage.
Something hits Corey for 47 physical damage.
Corey hits Something for 5 darkness, 3 nature (8 total damage).
Corey hits Something for 5 darkness, 1 nature (6 total damage).
Corey hits Something for 2 darkness, 4 nature (6 total damage).
Corey hits Something for 5 darkness, 1 nature (6 total damage).
Something hits Corey for 52 physical damage.
Something hits Corey for 48 physical damage.
Corey hits Something for 1 darkness, 1 nature (2 total damage).
Dread slows down.
Dread resists the blinding light!
Dread resists the blinding light!
Dread slows down.
Corey misses Dread.
Corey hits Dread for 10 fire damage.
Corey hits Something for 2 fire damage.
Corey hits Dread for 8 fire damage.
Corey hits Dread for 6 fire, 7 darkness, 6 arcane (19 total damage).
Corey hits Dread for 31 physical, 7 light, 9 arcane, 2 fire, 32 darkness, 5 arcane (85 total damage).
Corey hits Dread for 9 fire damage.
Corey hits Dread for 6 darkness, 1 nature (7 total damage).
Dread hits Corey for 46 physical damage.
Saving game...


































































































