










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 | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 34 / 8% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 20 on the 67th Haze 122nd year of Ascendancy at 21:31 1 / 6Killed by Zubanor the ice wyrm at level 30 on the 17th Regrowth 123rd year of Ascendancy at 19:19 Killed by orc necromancer at level 33 on the 54th Regrowth 123rd year of Ascendancy at 21:59 Killed by orc blood mage at level 33 on the 55th Regrowth 123rd year of Ascendancy at 05:15 Killed by orc cryomancer at level 34 on the 61st Regrowth 123rd year of Ascendancy at 01:15 Killed by Brenysin at level 34 on the 61st Regrowth 123rd year of Ascendancy at 01:20 |
Primary Stats
| Strength | 123 (base 40) |
| Dexterity | 97 (base 57) |
| Constitution | 32 (base 24) |
| Magic | 21 (base 10) |
| Willpower | 37 (base 20) |
| Cunning | 35 (base 23) |
Resources
| Life | 1322/1322 |
| Stamina | 266/266 |
| Healing Factor | 1.4533663366337 |
| Regeneration | 17.652809107867 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 53.508560162218 |
| See Invisible | 59.508560162218 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon, demon/major, demon/minor |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 60 |
| Crit Chance | 12% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.3333333333333 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Cold | +12% |
| All | 0% |
| Lightning | +12% |
| Temporal | +10% |
| Arcane | +12% |
| Mind | +9% |
| Fire | +33% |
| Nature | +9% |
Offense: Damage Penetration
| Lightning | +34% |
| Mind | +10% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 51.723073231957 (93.924050632911%) |
| Defense | 35 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 44 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Arcane | + 20%( 70%) |
| Mind | + 13%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 28%( 70%) |
| Fire | + 18%( 70%) |
| Darkness | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 31% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 57% |
| Disarm Resistance | 5% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 35) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any humanoid around. 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 691 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost tinker from death by devourer. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Willpower by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 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: 22. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 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 focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed pouch of faeros ash. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed naga tongue. * You've found the needed giant spider spinneret. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | pair of dwarven-steel boots 'Eilinygamina' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Fatigue: -3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Maximum encumbrance: +20 Physical save: +30 (+8 eff.) Spell save: +10 (+4 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +0.20 Maximum life: +10.00 Spellpower: +5 (+1 eff.) Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Flareveil'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +2% physical / +6% mind / +6% darkness Changes damage: +12% fire Blindness immunity: +32% Disease immunity: +30% Confusion immunity: +16% Light radius: +7 See stealth: +11 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | heroic dwarven-steel gauntlets of butchering (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Armour: +7 Changes resistances: +7% blight Spell save: +14 (+5 eff.) Mental save: +8 (+3 eff.) Maximum life: +51.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+2 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | BlazepanicPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes resistances: +12% lightning / +9% fire Changes resistances penetration: +25% lightning Changes damage: +9% fire Blindness immunity: +25% Infravision radius: +5 See stealth: +14 See invisible: +15 Rings can have magical properties. |
| Around neck | LeluldilPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +1 Cun Changes damage: +6% mind Critical mult.: +10.00% Mental save: +10 (+3 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
| In main hand | stralite longsword 'Darkbutcher' (45-63 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 45.0 - 63.0 Uses stat: 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% On weapon hit: * 22% chance to daze at end of turn On weapon crit: * splashes the target with acid Damage (Melee): +12 acid Burst (radius 1) on hit: +4 darkness / +4 mind When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning / +25% darkness / +10% mind Changes damage: +3% mind Sharp, long, and deadly. |
| Around waist | AriweInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% cold Grants telepathy: Dragon Confusion immunity: +15% Stun/Freeze immunity: +15% Only die when reaching: -40.00 life Maximum life: +44.00 A belt that goes around your waist. |
| In off hand | Salikira (10 def, 4 armour, 47.5-57 power, 136.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.5 - 57.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +136 Damage (Melee): +40 cold When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 9 cold Damage when hit (Melee): 30 ice Changes stats: +4 Wil Changes resistances: +6% temporal / +6% blight / +16% cold / +14% arcane / +3% fire Talent granted: +4 Block Disarm immunity: +5% Knockback immunity: +5% Handheld deflection devices. |
| Cloak | murderer's elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Defense: +3 (+1 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Weepbright (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +5 Dex / +3 Cun Changes damage: +9% nature Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Life regen: +3.00 Maximum life: +88.00 Infravision radius: +2 Healing mod.: +14% A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Lisassra (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 mind Changes stats: +2 Str Changes resistances: +6% temporal Changes resistances penetration: +25% mind Changes damage: +6% temporal Maximum life: +28.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 309.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Brenysin the Skeleton Bulwark level 24
79th Haze 122nd year of Ascendancy at 08:53 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Brenysin the Skeleton Bulwark level 15
49th Dusk 122nd year of Ascendancy at 04:26 see stats
Against all odds
Killed Ukruk in the ambush.By Brenysin the Skeleton Bulwark level 23
77th Haze 122nd year of Ascendancy at 09:22 see stats
Arachnophobia
Destroyed the spydric menace.By Brenysin the Skeleton Bulwark level 30
15th Regrowth 123rd year of Ascendancy at 21:54 see stats
Brave new world
Went to the Far East and took part in the war.By Brenysin the Skeleton Bulwark level 28
8th Regrowth 123rd year of Ascendancy at 20:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Brenysin the Skeleton Bulwark level 19
43rd Haze 122nd year of Ascendancy at 04:26 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Brenysin the Skeleton Bulwark level 27
8th Allure 123rd year of Ascendancy at 15:53 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Brenysin the Skeleton Bulwark level 18
20th Haze 122nd year of Ascendancy at 02:05 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Brenysin the Skeleton Bulwark level 30
15th Regrowth 123rd year of Ascendancy at 23:59 see stats
Exterminator
Killed 1000 creatures.By Brenysin the Skeleton Bulwark level 14
48th Dusk 122nd year of Ascendancy at 02:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brenysin the Skeleton Bulwark level 20
59th Haze 122nd year of Ascendancy at 11:58 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Brenysin the Skeleton Bulwark level 31
26th Regrowth 123rd year of Ascendancy at 07:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brenysin the Skeleton Bulwark level 15
49th Dusk 122nd year of Ascendancy at 03:31 see stats
Level 10
Got a character to level 10.By Brenysin the Skeleton Bulwark level 10
9th Flare 122nd year of Ascendancy at 04:19 see stats
Level 20
Got a character to level 20.By Brenysin the Skeleton Bulwark level 20
59th Haze 122nd year of Ascendancy at 03:41 see stats
Level 30
Got a character to level 30.By Brenysin the Skeleton Bulwark level 30
15th Regrowth 123rd year of Ascendancy at 03:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Brenysin the Skeleton Bulwark level 13
13rd Dusk 122nd year of Ascendancy at 23:52 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Brenysin the Skeleton Bulwark level 28
5th Regrowth 123rd year of Ascendancy at 11:10 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Brenysin the Skeleton Bulwark level 15
49th Dusk 122nd year of Ascendancy at 04:26 see stats
That was close
Killed your target while having only 1 life left.By Brenysin the Skeleton Bulwark level 30
18th Regrowth 123rd year of Ascendancy at 01:13 see stats
The Arena
Unlocked Arena mode.By Brenysin the Skeleton Bulwark level 9
6th Flare 122nd year of Ascendancy at 20:01 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Brenysin the Skeleton Bulwark level 15
49th Dusk 122nd year of Ascendancy at 04:26 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Brenysin the Skeleton Bulwark level 19
24th Haze 122nd year of Ascendancy at 11:01 see stats
The secret city
Discovered the truth about mages.By Brenysin the Skeleton Bulwark level 7
1st Flare 122nd year of Ascendancy at 02:09 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Brenysin the Skeleton Bulwark level 19
23rd Haze 122nd year of Ascendancy at 14:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Brenysin the Skeleton Bulwark level 22
74th Haze 122nd year of Ascendancy at 10:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Brenysin the Skeleton Bulwark level 15
49th Dusk 122nd year of Ascendancy at 03:48 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Brenysin the Skeleton Bulwark level 22
76th Haze 122nd year of Ascendancy at 20:25 see stats
Log
Nerolaith the orc summoner is cured!
Nerolaith the orc summoner lessens the pain.
Orc cryomancer misses Brenysin.
Brenysin has finished recovering.
Yvitta the orc master wyrmic is free from the ice.
Giant spider is encased in ice!
Orc cryomancer's ice storm area effect hits Orc assassin for 78 cold damage.
Orc cryomancer's ice storm area effect hits Orc berserker for (29 to ice), 43 cold (43 total damage).
Orc cryomancer's ice storm area effect hits Brenysin for 55 cold damage.
Orc cryomancer's ice storm area effect hits Yvitta the orc master wyrmic for (34 resist armour), (8 to ice), 12 cold (12 total damage).
Orc cryomancer's ice storm area effect hits Giant spider for 72 cold damage.
Orc cryomancer's ice storm area effect hits Nerolaith the orc summoner for 45 cold damage.
Orc cryomancer's ice storm area effect hits Orc fighter for (25 to ice), 38 cold (38 total damage).
Yvitta the orc master wyrmic shoots!
Orc berserker hits Iceblock for 125 physical, 16 nature, 16 temporal (157 total damage).
Bleeding from Brenysin hits Giant spider for (0 to ice), 0 fire, (0 to ice), 0 cold, (0 to ice), 0 lightning, (0 to ice), 0 arcane (2 total damage).
Nerolaith the orc summoner uses Instill Fear.
Brenysin ignores the fear!
Orc cryomancer casts Freeze.
Orc cryomancer hits Brenysin for 198 cold damage.
Brenysin the level 34 skeleton bulwark was frozen and shattered into a million little shards to death by an orc cryomancer on level 1 of Ambush!.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Orc cryomancer killed Brenysin!
Talent Bone Armour is ready to use.
Saving game...







































































