Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| 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:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 28 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 10 on the 1st Summertide 122nd year of Ascendancy at 15:31 0 / 7Killed by boiling horror at level 14 on the 4th Dusk 122nd year of Ascendancy at 09:51 Killed by Isliradhevea the shadowblade at level 14 on the 6th Dusk 122nd year of Ascendancy at 02:54 Killed by Adagatha the rogue at level 15 on the 10th Dusk 122nd year of Ascendancy at 21:32 Killed by Ernhel the shalore at level 15 on the 14th Dusk 122nd year of Ascendancy at 22:53 Killed by orc corruptor at level 26 on the 59th Regrowth 123rd year of Ascendancy at 11:37 Killed by elven corruptor at level 28 on the 66th Regrowth 123rd year of Ascendancy at 20:49 |
Primary Stats
| Strength | 56.204702610398 (base 60) |
| Dexterity | 18 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 62 (base 50) |
| Willpower | 11 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Life | -12/757 |
| Positive | 65/131 |
| Stamina | 165/184 |
| Vim | 96/128 |
| Healing Factor | 1.1082474226804 |
| Regeneration | 70.116095876001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104.11345860396% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 12 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 46 |
| Crit Chance | 8% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 83.446146463914 (93.924050632911%) |
| Defense | 31 |
| Ranged Defense | 34 |
| Fatigue | 25 |
| Physical Save | 39 |
| Spell Save | 52 |
| Mental Save | 26 |
Defense: Resistances
| All | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Stun Resistance | 40% |
| Disarm Resistance | 78% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 236 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Flame of Urh'Rok |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 58.40 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 27.28 physical damage per turn. Bleeding |
| detrimental effect | The target is infected by a disease, reducing its strength by 12 and doing 23.80 blight damage per turn. Weakness Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 22%. Pain Suppression |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by armoured skeleton warrior. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 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: 86. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. * You've found the needed vampire lord fang. 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 giant spider spinneret. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within3 lumberjacks have died. | 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 'Aeruyavea' (6 def, 10 armour) pair of dwarven-steel boots 'Aeruyavea' (6 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes resistances: +3% blight Changes resistances penetration: +10% arcane Mental save: +12 (+6 eff.) Poison immunity: +20% Disease immunity: +15% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal alchemist's lamp of clarity ethereal alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Mental save: +7 (+3 eff.) Spellpower: +6 (+2 eff.) Light radius: +5 See stealth: +12 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Smearbrace (0 def, 5 armour) Smearbrace (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +6 Con Changes resistances: +8% acid / +11% lightning / +8% fire / +9% nature / +15% cold Changes damage: +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Nerurianne the Moldlore [power 107] (20 cooldown) Nerurianne the Moldlore [power 107] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +15% nature / +6% acid Changes damage: +27% nature / +15% acid It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 107 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
| On fingers | titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
| Around waist | reinforced hardened leather belt of carrying reinforced hardened leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+4 eff.) Fatigue: -7% Maximum encumbrance: +39 Physical save: +13 (+4 eff.) A belt that goes around your waist. |
| In main hand | Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
| On hands | Cherath the dwarven-steel gauntlets (0 def, 2 armour) Cherath the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+7 eff.) Armour penetration: +5 Armour: +2 Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Dex / +3 Cun / +2 Con Changes resistances: +9% acid / +6% blight Physical save: +13 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +29% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (5 def, 22 armour) impenetrable dwarven-steel plate armour of the dragon (5 def, 22 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +1 Str / +2 Con Changes resistances: +7% acid / +7% physical / +5% cold / +7% fire / +5% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +20% Knockback immunity: +20% A suit of armour made of metal plates. |
| Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 21/60. The evilness of undeath radiates from this amulet. |
Inventory
This item will automatically be transmogrified when you leave the level. acid wave rune of the sneak (190 acid damage; disarm 5 turns with power 29)acid wave rune of the sneak (190 acid damage; disarm 5 turns with power 29) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 189.52 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 29 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level. vision rune of the warrior (radius 12; dur 12; see humanoid)vision rune of the warrior (radius 12; dur 12; see humanoid) 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: 25 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 (12 radius) and to allow you to see invisible and stealthed creatures (power 23) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword (35-56 power, 2 apr)balanced dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of lightningmighty yew longbow of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 lightning When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +5 Str Changes damage: +21% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. blighted elven-wood magestaff of fate (25-30 power, 5 apr, fire element)blighted elven-wood magestaff of fate (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 8% chance to disease Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Dimpython' (32-38.4 power, 5 apr, lightning element)elven-wood magestaff 'Dimpython' (32-38.4 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 12 darkness / 12 physical Changes stats: +1 Dex Changes damage: +32% lightning Talent granted: +1 Command Staff Life regen: +0.80 Only die when reaching: -60.00 life Maximum life: +20.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding yew starstaff of channeling (20-24 power, 4 apr, physical element)lifebinding yew starstaff of channeling (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% physical Talent granted: +1 Command Staff Life regen: +0.80 Mana each turn: +0.25 Spellpower: +24 (+8 eff.) Spell crit. chance: +3% Healing mod.: +18% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, arcane element)yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Steel Helm of Garkul (0 def, 6 armour) 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 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel plate armour 'Starborn' (5 def, 14 armour) dwarven-steel plate armour 'Starborn' (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +7% acid / +7% cold / +3% light Changes resistances penetration: +10% light Changes damage: +3% light / +3% lightning Allows you to breathe in: water A suit of armour made of metal plates. |
dwarven-steel pickaxe (dig speed 30 turns) dwarven-steel pickaxe (dig speed 30 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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 dwarven-steel torque of kinetic psionic shield [power 147] (27 cooldown) overpowered dwarven-steel torque of kinetic psionic shield [power 147] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 147 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Wylhiar the Higher Doombringer level 28
63rd Regrowth 123rd year of Ascendancy at 16:12 see stats
Against all odds
Killed Ukruk in the ambush.By Wylhiar the Higher Doombringer level 27
61st Regrowth 123rd year of Ascendancy at 14:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Wylhiar the Higher Doombringer level 17
45th Dusk 122nd year of Ascendancy at 03:04 see stats
Exterminator
Killed 1000 creatures.By Wylhiar the Higher Doombringer level 16
24th Dusk 122nd year of Ascendancy at 17:33 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Wylhiar the Higher Doombringer level 5
78th Pyre 122nd year of Ascendancy at 08:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wylhiar the Higher Doombringer level 18
34th Haze 122nd year of Ascendancy at 03:31 see stats
Level 10
Got a character to level 10.By Wylhiar the Higher Doombringer level 10
8th Mirth 122nd year of Ascendancy at 22:36 see stats
Level 20
Got a character to level 20.By Wylhiar the Higher Doombringer level 20
70th Haze 122nd year of Ascendancy at 03:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Wylhiar the Higher Doombringer level 16
25th Dusk 122nd year of Ascendancy at 03:44 see stats
That was close
Killed your target while having only 1 life left.By Wylhiar the Higher Doombringer level 17
56th Dusk 122nd year of Ascendancy at 05:24 see stats
The Arena
Unlocked Arena mode.By Wylhiar the Higher Doombringer level 11
2nd Flare 122nd year of Ascendancy at 03:57 see stats
The secret city
Discovered the truth about mages.By Wylhiar the Higher Doombringer level 11
4th Flare 122nd year of Ascendancy at 00:05 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Wylhiar the Higher Doombringer level 12
7th Flare 122nd year of Ascendancy at 08:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Wylhiar the Higher Doombringer level 26
58th Regrowth 123rd year of Ascendancy at 11:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Wylhiar the Higher Doombringer level 17
56th Dusk 122nd year of Ascendancy at 23:41 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Wylhiar the Higher Doombringer level 26
61st Regrowth 123rd year of Ascendancy at 02:32 see stats
Log
Elven corruptor's Blood Grasp drains life from Wylhiar!
Elven corruptor's Blood Grasp hits Wylhiar for 140 blight damage.
Elven corruptor receives 73 healing from Wylhiar.
Wylhiar casts Healing Light.
Talent Abduction is ready to use.
Bleeding from Elven corruptor hits Wylhiar for 7 physical damage.
Weakness Disease from Elven corruptor hits Wylhiar for 12 blight damage.
Wylhiar receives 212 healing.
Elven corruptor casts Bone Spear.
Elven corruptor casts Drain.
Elven corruptor hits Wylhiar for 87 physical damage.
Elven corruptor's Drain hits Wylhiar for 118 blight damage.
Wylhiar uses Infusion: Regeneration.
Wylhiar starts regenerating health quickly.
Bleeding from Elven corruptor hits Wylhiar for 13 physical damage.
Weakness Disease from Elven corruptor hits Wylhiar for 12 blight damage.
Elven corruptor casts Soul Rot.
Elven corruptor casts Blood Grasp.
Elven corruptor's Blood Grasp drains life from Wylhiar!
Elven corruptor's Blood Grasp hits Wylhiar for 148 blight damage.
Elven corruptor receives 78 healing from Wylhiar.
Wylhiar uses Infusion: Wild.
Wylhiar lessens the pain.
Bleeding from Elven corruptor hits Wylhiar for 10 physical damage.
Weakness Disease from Elven corruptor hits Wylhiar for 10 blight damage.
Elven corruptor casts Bone Spear.
Saving game...
