










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! 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 | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 29 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Cultist at level 25 on the 6th Allure 123rd year of Ascendancy at 02:34 0 / 7Killed by Poruminor the elven blood mage at level 26 on the 2nd Regrowth 123rd year of Ascendancy at 10:38 Killed by Poruminor the elven blood mage at level 26 on the 2nd Regrowth 123rd year of Ascendancy at 13:00 Killed by dredgling at level 26 on the 23rd Regrowth 123rd year of Ascendancy at 07:58 Killed by Cinie the thalore at level 26 on the 17th Pyre 123rd year of Ascendancy at 13:13 Killed by Velaribeth the teluvorta at level 29 on the 43rd Pyre 123rd year of Ascendancy at 05:46 Killed by Emysekira the temporal stalker at level 29 on the 44th Pyre 123rd year of Ascendancy at 07:25 |
Primary Stats
| Strength | 99 (base 60) |
| Dexterity | 21 (base 10) |
| Constitution | 56 (base 10) |
| Magic | 77 (base 59) |
| Willpower | 22 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -75/1080 |
| Positive | 63/124 |
| Stamina | 142/227 |
| Healing Factor | 1.3053097345133 |
| Regeneration | 0.32632743362832 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 55 |
| Crit Chance | 15% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +18% |
| Physical | +13% |
| Light | +24% |
| All | 0% |
Offense: Damage Penetration
| Mind | +9% |
| Darkness | +10% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 62.062037804251 (69.102564102564%) |
| Defense | 26 |
| Ranged Defense | 34 |
| Fatigue | 32 |
| Physical Save | 44 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 36%( 70%) |
| Cold | + 55%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 29%( 70%) |
| Temporal | -1%( 70%) |
| Fire | + 61%( 70%) |
| Lightning | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 0% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 291.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 566 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 347 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 76.07 to 228.20 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) Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | The target is wasting away, taking 27.05 temporal damage per turn. Wasting |
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 |
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 grave | active |
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 | active |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | 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 improved Magic by +2. | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 ice dragon that dwelled there. | done |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' You 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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. Agrimley the hermit has completed an elixir of focus 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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 |
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 within2 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 |
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 |
Equipment
| On feet | pair of hardened leather boots 'Belille' (4 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Cun / +1 Wil Changes resistances: +10% cold / +10% fire Critical mult.: +10.00% Infravision radius: +1 A pair of boots made of leather. |
| Light source | LightningwinnowInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 physical Changes resistances: +1% physical Critical mult.: +3.00% Maximum life: +48.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Urtheregofang (7 def, 4 armour)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: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +7 (+4 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to disease * 30% chance to corrode armour by 30% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +5 Con Changes resistances: +8% lightning / +9% temporal / +3% acid / +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Squalorblow the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances penetration: +5% nature Changes damage: +9% nature Physical save: +8 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +28% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | gold ring 'Cyrura'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex / +3 Mag / +3 Wil / +5 Cun Changes resistances: +13% physical Changes damage: +13% physical Reduces incoming crit damage: 10.00% Rings can have magical properties. |
| On fingers | GlareripperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +7 Str / +7 Con Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +24% light Rings can have magical properties. |
| Around neck | Beriblek the GlowbraceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +2 Con Changes resistances: +25% fire / +6% light / +24% cold Amulets can have magical properties. |
| In main hand | Voidvein of the Blightspawn (38-53.2 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 9% chance to disease * 20% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +13 blight / +9 mind When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 4 blight Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +9% mind / +10% darkness Changes damage: +9% nature Disease immunity: +22% Talent on hit(spell): Netherblast (20% chance level 4). Blunt and deadly. |
| Around waist | Saliyalekira the GloomstreakInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +5% acid / +7% fire / +7% cold / +7% lightning Critical mult.: +10.00% Disease immunity: +10% Silence immunity: +20% Maximum life: +41.00 A belt that goes around your waist. |
| In off hand | impervious voratun shield of radiance (12 def, 10 armour, 66-79.2 power, 290 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +290 Damage (Melee): +14 light When wielded/worn: Armour: +10 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind Changes stats: +10 Con / +3 Mag Changes resistances: +14% light Talent granted: +5 Block Physical save: +12 (+4 eff.) Handheld deflection devices. |
| Cloak | Coalcrypt of the Blightspawn (2 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +5 Armour: +9 Defense: +2 (+1 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 25% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 4 acid / 4 lightning Changes stats: +2 Cun / +4 Dex Changes resistances: +3% lightning / +14% cold Maximum life: +43.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing voratun mail armour of delving (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage (Melee): 17 acid / 11 fire Damage when hit (Melee): 12 acid / 11 fire Changes stats: +7 Str Changes resistances: +26% acid / +19% fire / +15% darkness / +12% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
shielding rune of the titan (absorb 361 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 361 damage for 6 turns. Its effects scale with your Constitution 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 ability. |
shielding rune of the titan (absorb 308 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 308 damage for 5 turns. Its effects scale with your Constitution 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 ability. |
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... |
Silamina the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +4 Changes resistances: +15% mind Stun/Freeze immunity: +23% Life regen: +1.20 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.ash longbow 'Cuthuthad' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +9% acid Changes resistances penetration: +10% acid / +18% physical / +15% arcane / +10% blight Changes damage: +3% blight / +17% physical Critical mult.: +5.00% Vim when firing critical spell: +2.00 Longbows are used to shoot arrows at your foes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
focusing Rags of the Sanctuary of time (+11%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Mana each turn: +0.14 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Robe of the Worm of light (+15%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light Changes damage: +10% light Mental save: +17 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malarig (16 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+8 eff.) Ranged Defense: +15 (+7 eff.) Fatigue: -1% Changes stats: +6 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +10% acid / +5% blight Maximum encumbrance: +32 Physical save: +12 (+4 eff.) Disease immunity: +35% Cut immunity: +15% Stun/Freeze immunity: +15% Spellpower: +7 (+3 eff.) A pair of boots made of leather. |
Isaldatira the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Damage (Melee): 11 acid / 8 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +16% acid / +18% temporal / +29% fire Reduces incoming crit damage: 15.00% Physical save: +30 (+10 eff.) A suit of armour made of mail. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+8 eff.) Ranged Defense: +15 (+7 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
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. |
186 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. |
7 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"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? |
2 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. |
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 (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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, 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. |
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. |
7 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. |
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. |
8 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. |
8 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Djinn the Ghoul Sun Paladin level 15
28th Haze 122nd year of Ascendancy at 07:15 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Djinn the Ghoul Sun Paladin level 20
63rd Haze 122nd year of Ascendancy at 11:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Djinn the Ghoul Sun Paladin level 10
35th Dusk 122nd year of Ascendancy at 11:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Djinn the Ghoul Sun Paladin level 20
45th Haze 122nd year of Ascendancy at 19:37 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Djinn the Ghoul Sun Paladin level 27
25th Pyre 123rd year of Ascendancy at 10:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Djinn the Ghoul Sun Paladin level 6
1st Dusk 122nd year of Ascendancy at 06:41 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Djinn the Ghoul Sun Paladin level 27
21st Pyre 123rd year of Ascendancy at 10:18 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Djinn the Ghoul Sun Paladin level 13
52nd Dusk 122nd year of Ascendancy at 02:21 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Djinn the Ghoul Sun Paladin level 27
20th Pyre 123rd year of Ascendancy at 17:55 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Djinn the Ghoul Sun Paladin level 21
66th Haze 122nd year of Ascendancy at 13:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Djinn the Ghoul Sun Paladin level 15
35th Haze 122nd year of Ascendancy at 20:11 see stats
Log
Djinn resists!
Ivotira the dredge captain's aether beam hits Djinn for (51 absorbed), 50 arcane (50 total damage).
Ivotira the dredge captain's aether beam hits Djinn for 102 arcane damage.
Ivotira the dredge captain casts Lightning.
Ivotira the dredge captain hits Djinn for (144 shifted), 0 lightning (0 total damage).
Ivotira the dredge captain hits Xyvea the dredgling for 96 lightning damage.
Djinn's sun path area effect hits Xyvea the dredgling for 25 light damage.
Xyvea the dredgling uses Tremor Engine.
Djinn hits Temporal hound for 4 lightning, 10 light, 11 fire, 14 nature, 16 acid, 9 physical, 4 blight (68 total damage).
Temporal hound hits Djinn for 39 temporal, 20 physical (59 total damage).
Ivotira the dredge captain casts Speed Sap.
Djinn is wasting away!
Talent Crusade is ready to use.
Talent Brandish is ready to use.
Ivotira the dredge captain hits Djinn for (42 shifted), 0 temporal (0 total damage).
Wasting from Ivotira the dredge captain hits Djinn for 33 temporal damage.
Djinn's sun path area effect hits Xyvea the dredgling for 25 light damage.
Temporal hound resists!
Djinn resists!
Ivotira the dredge captain's aether beam hits Djinn for 102 arcane damage.
Ivotira the dredge captain's aether beam hits Temporal hound for 102 arcane damage.
Xyvea the dredgling uses Explosive Steam Engine.
Djinn resists!
Ivotira the dredge captain's aether beam hits Djinn for 102 arcane damage.
Djinn hits Temporal hound for 4 lightning, 10 light, 11 fire, 14 nature, 16 acid, 9 physical, 4 blight (68 total damage).
Temporal hound hits Djinn for 39 temporal, 20 physical (59 total damage).
Emysekira the temporal stalker casts Time Skip.
Saving game...























































































